Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeCurriculum Demonstration Selection for In-Context Learning
Large Language Models (LLMs) have shown strong in-context learning (ICL) abilities with a few demonstrations. However, one critical challenge is how to select demonstrations to elicit the full potential of LLMs. In this paper, we propose Curriculum Demonstration Selection (CDS), a novel demonstration selection method for ICL. Instead of merely using similarity, CDS additionally partitions samples by their complexity measurements. Following curriculum learning, CDS then selects demonstrations from easy to difficult. Thus the selected demonstrations cover a wide range of difficulty levels, enabling LLMs to learn from varied complexities within the training set. Experiments demonstrate that our CDS consistently outperforms baseline methods, achieving notable improvements across nine LLMs on three benchmarks. Moreover, CDS proves especially effective in enhancing LLM performance in solving challenging problems.
Unifying Demonstration Selection and Compression for In-Context Learning
In-context learning (ICL) facilitates large language models (LLMs) exhibiting spectacular emergent capabilities in various scenarios. Unfortunately, introducing demonstrations easily makes the prompt length explode, bringing a significant burden to hardware. In addition, random demonstrations usually achieve limited improvements in ICL, necessitating demonstration selection among accessible candidates. Previous studies introduce extra modules to perform demonstration compression or selection independently. In this paper, we propose an ICL framework UniICL, which Unifies demonstration selection and compression, and final response generation via a single frozen LLM. Specifically, UniICL first projects actual demonstrations and inference text inputs into short virtual tokens, respectively. Then, virtual tokens are applied to select suitable demonstrations by measuring semantic similarity within latent space among candidate demonstrations and inference input. Finally, inference text inputs together with selected virtual demonstrations are fed into the same frozen LLM for response generation. Notably, UniICL is a parameter-efficient framework that only contains 17M trainable parameters originating from the projection layer. We conduct experiments and analysis over in- and out-domain datasets of both generative and understanding tasks, encompassing ICL scenarios with plentiful and limited demonstration candidates. Results show that UniICL effectively unifies 12 times compression, demonstration selection, and response generation, efficiently scaling up the baseline from 4-shot to 64-shot ICL in IMDb with 24 GB CUDA allocation
From Introspection to Best Practices: Principled Analysis of Demonstrations in Multimodal In-Context Learning
Motivated by in-context learning (ICL) capabilities of Large Language models (LLMs), multimodal LLMs with additional visual modality are also exhibited with similar ICL abilities when multiple image-text pairs are provided as demonstrations. However, relatively less work has been done to investigate the principles behind how and why multimodal ICL works. We conduct a systematic and principled evaluation of multimodal ICL for models of different scales on a broad spectrum of new yet critical tasks. Through perturbations over different modality information, we show that modalities matter differently across tasks in multimodal ICL. Considering such modality impact, we further utilize modality-driven demonstration strategies to boost ICL performance. We also identify that demonstration selection is closely related to the models' ability to capture task inductive biases from multimodal ICL. Our principled analysis provides a comprehensive way of understanding the role of demonstrations in multimodal in-context learning, and sheds light on effectively improving multimodal ICL on a wide range of tasks even if those tasks are not seen in or even contradict pretraining data.
PaRaDe: Passage Ranking using Demonstrations with Large Language Models
Recent studies show that large language models (LLMs) can be instructed to effectively perform zero-shot passage re-ranking, in which the results of a first stage retrieval method, such as BM25, are rated and reordered to improve relevance. In this work, we improve LLM-based re-ranking by algorithmically selecting few-shot demonstrations to include in the prompt. Our analysis investigates the conditions where demonstrations are most helpful, and shows that adding even one demonstration is significantly beneficial. We propose a novel demonstration selection strategy based on difficulty rather than the commonly used semantic similarity. Furthermore, we find that demonstrations helpful for ranking are also effective at question generation. We hope our work will spur more principled research into question generation and passage ranking.
Enhancing Few-shot Text-to-SQL Capabilities of Large Language Models: A Study on Prompt Design Strategies
In-context learning (ICL) has emerged as a new approach to various natural language processing tasks, utilizing large language models (LLMs) to make predictions based on context that has been supplemented with a few examples or task-specific instructions. In this paper, we aim to extend this method to question answering tasks that utilize structured knowledge sources, and improve Text-to-SQL systems by exploring various prompt design strategies for employing LLMs. We conduct a systematic investigation into different demonstration selection methods and optimal instruction formats for prompting LLMs in the Text-to-SQL task. Our approach involves leveraging the syntactic structure of an example's SQL query to retrieve demonstrations, and we demonstrate that pursuing both diversity and similarity in demonstration selection leads to enhanced performance. Furthermore, we show that LLMs benefit from database-related knowledge augmentations. Our most effective strategy outperforms the state-of-the-art system by 2.5 points (Execution Accuracy) and the best fine-tuned system by 5.1 points on the Spider dataset. These results highlight the effectiveness of our approach in adapting LLMs to the Text-to-SQL task, and we present an analysis of the factors contributing to the success of our strategy.
TRAD: Enhancing LLM Agents with Step-Wise Thought Retrieval and Aligned Decision
Numerous large language model (LLM) agents have been built for different tasks like web navigation and online shopping due to LLM's wide knowledge and text-understanding ability. Among these works, many of them utilize in-context examples to achieve generalization without the need for fine-tuning, while few of them have considered the problem of how to select and effectively utilize these examples. Recently, methods based on trajectory-level retrieval with task meta-data and using trajectories as in-context examples have been proposed to improve the agent's overall performance in some sequential decision making tasks. However, these methods can be problematic due to plausible examples retrieved without task-specific state transition dynamics and long input with plenty of irrelevant context. In this paper, we propose a novel framework (TRAD) to address these issues. TRAD first conducts Thought Retrieval, achieving step-level demonstration selection via thought matching, leading to more helpful demonstrations and less irrelevant input noise. Then, TRAD introduces Aligned Decision, complementing retrieved demonstration steps with their previous or subsequent steps, which enables tolerance for imperfect thought and provides a choice for balance between more context and less noise. Extensive experiments on ALFWorld and Mind2Web benchmarks show that TRAD not only outperforms state-of-the-art models but also effectively helps in reducing noise and promoting generalization. Furthermore, TRAD has been deployed in real-world scenarios of a global business insurance company and improves the success rate of robotic process automation.
What Makes In-context Learning Effective for Mathematical Reasoning: A Theoretical Analysis
Owing to the capability of in-context learning, large language models (LLMs) have shown impressive performance across diverse mathematical reasoning benchmarks. However, we find that few-shot demonstrations can sometimes bring negative performance and their effectiveness on LLMs' reasoning abilities remains unreliable. To this end, in this paper, we aim to theoretically analyze the impact of in-context demonstrations on LLMs' reasoning performance. We prove that the reasoning efficacy (measured by empirical prediction loss) can be bounded by a LLM-oriented semantic similarity and an inference stability of demonstrations, which is general for both one-shot and few-shot scenarios. Based on this finding, we propose a straightforward, generalizable, and low-complexity demonstration selection method named LMS3. It can adaptively facilitate to select the most pertinent samples for different LLMs and includes a novel demonstration rejection mechanism to automatically filter out samples that are unsuitable for few-shot learning. Through experiments on three representative benchmarks, two LLM backbones, and multiple few-shot settings, we verify that our LMS3 has superiority and achieves consistent improvements on all datasets, which existing methods have been unable to accomplish.
Ambiguity-Aware In-Context Learning with Large Language Models
In-context learning (ICL) i.e. showing LLMs only a few task-specific demonstrations has led to downstream gains with no task-specific fine-tuning required. However, LLMs are sensitive to the choice of prompts, and therefore a crucial research question is how to select good demonstrations for ICL. One effective strategy is leveraging semantic similarity between the ICL demonstrations and test inputs by using a text retriever, which however is sub-optimal as that does not consider the LLM's existing knowledge about that task. From prior work (Min et al., 2022), we already know that labels paired with the demonstrations bias the model predictions. This leads us to our hypothesis whether considering LLM's existing knowledge about the task, especially with respect to the output label space can help in a better demonstration selection strategy. Through extensive experimentation on three text classification tasks, we find that it is beneficial to not only choose semantically similar ICL demonstrations but also to choose those demonstrations that help resolve the inherent label ambiguity surrounding the test example. Interestingly, we find that including demonstrations that the LLM previously mis-classified and also fall on the test example's decision boundary, brings the most performance gain.
Iterative Forward Tuning Boosts In-Context Learning in Language Models
Despite the advancements in in-context learning (ICL) for large language models (LLMs), current research centers on specific prompt engineering, such as demonstration selection, with the expectation that a single iteration of demonstrations processing can generalize effectively to a given test sample. However, this perspective overlooks the potential benefits derived from multiple iterations involving demonstrations, a practice aligning more closely with the iterative decision-making process exhibited by humans, who often learn through analogy. In this study, we introduce a novel two-stage framework to boost ICL in LLMs. Specifically, our framework delineates the ICL process into two distinct stages: Deep-Thinking and test stages. The Deep-Thinking stage incorporates a unique attention mechanism, i.e., iterative enhanced attention, which enables multiple rounds of information accumulation. This mechanism operates by manipulating the Key-Value matrices without training, fostering enhanced understanding capabilities in LLMs by thinking demonstrations multiple times. We evaluated Deep-Thinking across a range of benchmarks and LLMs, showing its superior performance over vanilla ICL methods and its effectiveness in challenging tasks where demonstration selection is infeasible.
TPTU-v2: Boosting Task Planning and Tool Usage of Large Language Model-based Agents in Real-world Systems
Large Language Models (LLMs) have demonstrated proficiency in addressing tasks that necessitate a combination of task planning and the usage of external tools that require a blend of task planning and the utilization of external tools, such as APIs. However, real-world complex systems present three prevalent challenges concerning task planning and tool usage: (1) The real system usually has a vast array of APIs, so it is impossible to feed the descriptions of all APIs to the prompt of LLMs as the token length is limited; (2) the real system is designed for handling complex tasks, and the base LLMs can hardly plan a correct sub-task order and API-calling order for such tasks; (3) Similar semantics and functionalities among APIs in real systems create challenges for both LLMs and even humans in distinguishing between them. In response, this paper introduces a comprehensive framework aimed at enhancing the Task Planning and Tool Usage (TPTU) abilities of LLM-based agents operating within real-world systems. Our framework comprises three key components designed to address these challenges: (1) the API Retriever selects the most pertinent APIs for the user task among the extensive array available; (2) LLM Finetuner tunes a base LLM so that the finetuned LLM can be more capable for task planning and API calling; (3) the Demo Selector adaptively retrieves different demonstrations related to hard-to-distinguish APIs, which is further used for in-context learning to boost the final performance. We validate our methods using a real-world commercial system as well as an open-sourced academic dataset, and the outcomes clearly showcase the efficacy of each individual component as well as the integrated framework.
Adapting Large Multimodal Models to Distribution Shifts: The Role of In-Context Learning
Recent studies indicate that large multimodal models (LMMs) are highly robust against natural distribution shifts, often surpassing previous baselines. Despite this, domain-specific adaptation is still necessary, particularly in specialized areas like healthcare. Due to the impracticality of fine-tuning LMMs given their vast parameter space, this work investigates in-context learning (ICL) as an effective alternative for enhancing LMMs' adaptability. We find that the success of ICL heavily relies on the choice of demonstration, mirroring challenges seen in large language models but introducing unique complexities for LMMs facing distribution shifts. Our study addresses this by evaluating an unsupervised ICL method, TopKNearestPR, which selects in-context examples through a nearest example search based on feature similarity. We uncover that its effectiveness is limited by the deficiencies of pre-trained vision encoders under distribution shift scenarios. To address these challenges, we propose InvariantSelectPR, a novel method leveraging Class-conditioned Contrastive Invariance (CCI) for more robust demonstration selection. Specifically, CCI enhances pre-trained vision encoders by improving their discriminative capabilities across different classes and ensuring invariance to domain-specific variations. This enhancement allows the encoders to effectively identify and retrieve the most informative examples, which are then used to guide LMMs in adapting to new query samples under varying distributions. Our experiments show that InvariantSelectPR substantially improves the adaptability of LMMs, achieving significant performance gains on benchmark datasets, with a 34.2%uparrow accuracy increase in 7-shot on Camelyon17 and 16.9%uparrow increase in 7-shot on HAM10000 compared to the baseline zero-shot performance.
Prompting Large Language Model for Machine Translation: A Case Study
Research on prompting has shown excellent performance with little or even no supervised training across many tasks. However, prompting for machine translation is still under-explored in the literature. We fill this gap by offering a systematic study on prompting strategies for translation, examining various factors for prompt template and demonstration example selection. We further explore the use of monolingual data and the feasibility of cross-lingual, cross-domain, and sentence-to-document transfer learning in prompting. Extensive experiments with GLM-130B (Zeng et al., 2022) as the testbed show that 1) the number and the quality of prompt examples matter, where using suboptimal examples degenerates translation; 2) several features of prompt examples, such as semantic similarity, show significant Spearman correlation with their prompting performance; yet, none of the correlations are strong enough; 3) using pseudo parallel prompt examples constructed from monolingual data via zero-shot prompting could improve translation; and 4) improved performance is achievable by transferring knowledge from prompt examples selected in other settings. We finally provide an analysis on the model outputs and discuss several problems that prompting still suffers from.
Improving In-context Learning via Bidirectional Alignment
Large language models (LLMs) have shown impressive few-shot generalization on many tasks via in-context learning (ICL). Despite their success in showing such emergent abilities, the scale and complexity of larger models also lead to unprecedentedly high computational demands and deployment challenges. In reaction, researchers explore transferring the powerful capabilities of larger models to more efficient and compact models by typically aligning the output of smaller models with that of larger models. Existing methods either train smaller models on the generated outputs of larger models or to imitate their token-level probability distributions. However, these distillation methods pay little to no attention to the input part, which also plays a crucial role in ICL. Based on the finding that the performance of ICL is highly sensitive to the selection of demonstration examples, we propose Bidirectional Alignment (BiAlign) to fully leverage the models' preferences for ICL examples to improve the ICL abilities of smaller models. Specifically, we introduce the alignment of input preferences between smaller and larger models by incorporating a novel ranking loss, in addition to aligning the token-level output distribution. With extensive experiments and analysis, we demonstrate that BiAlign can consistently outperform existing baselines on a variety of tasks including language understanding, reasoning, and coding.
Feature Gradients: Scalable Feature Selection via Discrete Relaxation
In this paper we introduce Feature Gradients, a gradient-based search algorithm for feature selection. Our approach extends a recent result on the estimation of learnability in the sublinear data regime by showing that the calculation can be performed iteratively (i.e., in mini-batches) and in linear time and space with respect to both the number of features D and the sample size N . This, along with a discrete-to-continuous relaxation of the search domain, allows for an efficient, gradient-based search algorithm among feature subsets for very large datasets. Crucially, our algorithm is capable of finding higher-order correlations between features and targets for both the N > D and N < D regimes, as opposed to approaches that do not consider such interactions and/or only consider one regime. We provide experimental demonstration of the algorithm in small and large sample-and feature-size settings.
Rethinking Data Selection for Supervised Fine-Tuning
Although supervised finetuning (SFT) has emerged as an essential technique to align large language models with humans, it is considered superficial, with style learning being its nature. At the same time, recent works indicate the importance of data selection for SFT, showing that finetuning with high-quality and diverse subsets of the original dataset leads to superior downstream performance. In this work, we rethink the intuition behind data selection for SFT. Considering SFT is superficial, we propose that essential demonstrations for SFT should focus on reflecting human-like interactions instead of data quality or diversity. However, it is not straightforward to directly assess to what extent a demonstration reflects human styles. Towards an initial attempt in this direction, we find selecting instances with long responses is surprisingly more effective for SFT than utilizing full datasets or instances selected based on quality and diversity. We hypothesize that such a simple heuristic implicitly mimics a crucial aspect of human-style conversation: detailed responses are usually more helpful.
$Se^2$: Sequential Example Selection for In-Context Learning
The remarkable capability of large language models (LLMs) for in-context learning (ICL) needs to be activated by demonstration examples. Prior work has extensively explored the selection of examples for ICL, predominantly following the "select then organize" paradigm, such approaches often neglect the internal relationships between examples and exist an inconsistency between the training and inference. In this paper, we formulate the problem as a sequential selection problem and introduce Se^2, a sequential-aware method that leverages the LLM's feedback on varying context, aiding in capturing inter-relationships and sequential information among examples, significantly enriching the contextuality and relevance of ICL prompts. Meanwhile, we utilize beam search to seek and construct example sequences, enhancing both quality and diversity. Extensive experiments across 23 NLP tasks from 8 distinct categories illustrate that Se^2 markedly surpasses competitive baselines and achieves 42% relative improvement over random selection. Further in-depth analysis show the effectiveness of proposed strategies, highlighting Se^2's exceptional stability and adaptability across various scenarios. Our code will be released to facilitate future research.
RUBIES: a complete census of the bright and red distant Universe with JWST/NIRSpec
We present the Red Unknowns: Bright Infrared Extragalactic Survey (RUBIES), providing JWST/NIRSpec spectroscopy of red sources selected across ~150 arcmin^2 from public JWST/NIRCam imaging in the UDS and EGS fields. RUBIES novel observing strategy offers a well-quantified selection function: the survey is optimised to reach high (>70%) completeness for bright and red (F150W-F444W>2) sources that are very rare. To place these rare sources in context, we simultaneously observe a reference sample of the 2<z<7 galaxy population, sampling sources at a rate that is inversely proportional to their number density in the 3D space of F444W magnitude, F150W-F444W colour, and photometric redshift. In total, RUBIES observes ~3000 targets across 1<z_{phot}<10 with both the PRISM and G395M dispersers, and ~1500 targets at z_{phot}>3 using only the G395M disperser. The RUBIES data reveal a highly diverse population of red sources that span a broad redshift range (z_{spec}sim1-9), with photometric redshift scatter and outlier fraction that are 3 times higher than for similarly bright sources that are less red. This diversity is not apparent from the photometric SEDs. Only spectroscopy reveals that the SEDs encompass a mixture of galaxies with dust-obscured star formation, extreme line emission, a lack of star formation indicating early quenching, and luminous active galactic nuclei. As a first demonstration of our broader selection function we compare the stellar masses and rest-frame U-V colours of the red sources and our reference sample: red sources are typically more massive (M_*sim10^{10-11.5} M_odot) across all redshifts. However, we find that the most massive systems span a wide range in U-V colour. We describe our data reduction procedure and data quality, and publicly release the reduced RUBIES data and vetted spectroscopic redshifts of the first half of the survey through the DJA.
Retrieval-augmented Multi-modal Chain-of-Thoughts Reasoning for Large Language Models
The advancement of Large Language Models(LLMs) has brought substantial attention to the Chain of Thought(CoT) approach, primarily due to its ability to enhance the capability of LLMs on tasks requiring complex reasoning. Moreover, the significance of CoT approaches extends to the application of LLMs for multi-modal tasks, such as multi-modal question answering. However, the selection of optimal CoT demonstration examples in multi-modal reasoning for LLMs remains less explored for LLMs due to the inherent complexity of multi-modal examples. In this paper, we introduce a novel approach that addresses this challenge by using retrieval mechanisms to dynamically and automatically select demonstration examples based on cross-modal similarities. This method aims to refine the CoT reasoning process in multi-modal scenarios via informing LLMs with more relevant and informative examples. Furthermore, we employ a stratified sampling method categorising demonstration examples into groups based on their types and retrieving examples from different groups respectively to promote the diversity of demonstration examples. Through a series of experiments, we demonstrate that our approach significantly improves the performance of LLMs, achieving state-of-the-art results in multi-modal reasoning tasks. Specifically, our methods demonstrate significant advancements on the ScienceQA dataset. While our method based on ChatGPT outperforms the Chameleon(ChatGPT) by 2.74% with an accuracy of 82.67%, the GPT4-based approach surpasses the Chameleon(GPT-4) by 0.89%, achieving 87.43% on accuracy under the same setting. Moreover, our best performing show a 6.05% increase over Chameleon for ChatGPT-based models and a 4.57% increase for GPT-4-based models.
SafeInfer: Context Adaptive Decoding Time Safety Alignment for Large Language Models
Safety-aligned language models often exhibit fragile and imbalanced safety mechanisms, increasing the likelihood of generating unsafe content. In addition, incorporating new knowledge through editing techniques to language models can further compromise safety. To address these issues, we propose SafeInfer, a context-adaptive, decoding-time safety alignment strategy for generating safe responses to user queries. SafeInfer comprises two phases: the safety amplification phase, which employs safe demonstration examples to adjust the model's hidden states and increase the likelihood of safer outputs, and the safety-guided decoding phase, which influences token selection based on safety-optimized distributions, ensuring the generated content complies with ethical guidelines. Further, we present HarmEval, a novel benchmark for extensive safety evaluations, designed to address potential misuse scenarios in accordance with the policies of leading AI tech giants.
Heuristic-Driven Link-of-Analogy Prompting: Enhancing Large Language Models for Document-Level Event Argument Extraction
In this study, we investigate in-context learning (ICL) in document-level event argument extraction (EAE) to alleviate the dependency on large-scale labeled data for this task. We introduce the Heuristic-Driven Link-of-Analogy (HD-LoA) prompting to address the challenge of example selection and to develop a prompting strategy tailored for EAE. Specifically, we hypothesize and validate that LLMs learn task-specific heuristics from demonstrations via ICL. Building upon this hypothesis, we introduce an explicit heuristic-driven demonstration construction approach, which transforms the haphazard example selection process into a methodical method that emphasizes task heuristics. Additionally, inspired by the analogical reasoning of human, we propose the link-of-analogy prompting, which enables LLMs to process new situations by drawing analogies to known situations, enhancing their performance on unseen classes beyond limited ICL examples. Experiments show that our method outperforms existing prompting methods and few-shot supervised learning methods on document-level EAE datasets. Additionally, the HD-LoA prompting shows effectiveness in diverse tasks like sentiment analysis and natural language inference, demonstrating its broad adaptability.
Evaluating Instruction-Tuned Large Language Models on Code Comprehension and Generation
In this work, we evaluate 10 open-source instructed LLMs on four representative code comprehension and generation tasks. We have the following main findings. First, for the zero-shot setting, instructed LLMs are very competitive on code comprehension and generation tasks and sometimes even better than small SOTA models specifically fine-tuned on each downstream task. We also find that larger instructed LLMs are not always better on code-related tasks. Second, for the few-shot setting, we find that adding demonstration examples substantially helps instructed LLMs perform better on most code comprehension and generation tasks; however, the examples would sometimes induce unstable or even worse performance. Furthermore, we find widely-used BM25-based shot selection strategy significantly outperforms the basic random selection or fixed selection only on generation problems. Third, for the fine-tuning setting, we find that fine-tuning could further improve the model performance on downstream code comprehension and generation tasks compared to the zero-shot/one-shot performance. In addition, after being fine-tuned on the same downstream task dataset, instructed LLMs outperform both the small SOTA models and similar-scaled LLMs without instruction tuning. Based on our findings, we further present practical implications on model and usage recommendation, performance and cost trade-offs, and future direction.
What Makes Good In-context Demonstrations for Code Intelligence Tasks with LLMs?
Pre-trained models of source code have gained widespread popularity in many code intelligence tasks. Recently, with the scaling of the model and corpus size, large language models have shown the ability of in-context learning (ICL). ICL employs task instructions and a few examples as demonstrations, and then inputs the demonstrations to the language models for making predictions. This new learning paradigm is training-free and has shown impressive performance in various natural language processing and code intelligence tasks. However, the performance of ICL heavily relies on the quality of demonstrations, e.g., the selected examples. It is important to systematically investigate how to construct a good demonstration for code-related tasks. In this paper, we empirically explore the impact of three key factors on the performance of ICL in code intelligence tasks: the selection, order, and number of demonstration examples. We conduct extensive experiments on three code intelligence tasks including code summarization, bug fixing, and program synthesis. Our experimental results demonstrate that all the above three factors dramatically impact the performance of ICL in code intelligence tasks. Additionally, we summarize our findings and provide takeaway suggestions on how to construct effective demonstrations, taking into account these three perspectives. We also show that a carefully-designed demonstration based on our findings can lead to substantial improvements over widely-used demonstration construction methods, e.g., improving BLEU-4, EM, and EM by at least 9.90%, 175.96%, and 50.81% on code summarization, bug fixing, and program synthesis, respectively
Implicit In-context Learning
In-context Learning (ICL) empowers large language models (LLMs) to adapt to unseen tasks during inference by prefixing a few demonstration examples prior to test queries. Despite its versatility, ICL incurs substantial computational and memory overheads compared to zero-shot learning and is susceptible to the selection and order of demonstration examples. In this work, we introduce Implicit In-context Learning (I2CL), an innovative paradigm that addresses the challenges associated with traditional ICL by absorbing demonstration examples within the activation space. I2CL first generates a condensed vector representation, namely a context vector, from the demonstration examples. It then integrates the context vector during inference by injecting a linear combination of the context vector and query activations into the model's residual streams. Empirical evaluation on nine real-world tasks across three model architectures demonstrates that I2CL achieves few-shot performance with zero-shot cost and exhibits robustness against the variation of demonstration examples. Furthermore, I2CL facilitates a novel representation of "task-ids", enhancing task similarity detection and enabling effective transfer learning. We provide a comprehensive analysis of I2CL, offering deeper insights into its mechanisms and broader implications for ICL. The source code is available at: https://github.com/LzVv123456/I2CL.
Tool Documentation Enables Zero-Shot Tool-Usage with Large Language Models
Today, large language models (LLMs) are taught to use new tools by providing a few demonstrations of the tool's usage. Unfortunately, demonstrations are hard to acquire, and can result in undesirable biased usage if the wrong demonstration is chosen. Even in the rare scenario that demonstrations are readily available, there is no principled selection protocol to determine how many and which ones to provide. As tasks grow more complex, the selection search grows combinatorially and invariably becomes intractable. Our work provides an alternative to demonstrations: tool documentation. We advocate the use of tool documentation, descriptions for the individual tool usage, over demonstrations. We substantiate our claim through three main empirical findings on 6 tasks across both vision and language modalities. First, on existing benchmarks, zero-shot prompts with only tool documentation are sufficient for eliciting proper tool usage, achieving performance on par with few-shot prompts. Second, on a newly collected realistic tool-use dataset with hundreds of available tool APIs, we show that tool documentation is significantly more valuable than demonstrations, with zero-shot documentation significantly outperforming few-shot without documentation. Third, we highlight the benefits of tool documentations by tackling image generation and video tracking using just-released unseen state-of-the-art models as tools. Finally, we highlight the possibility of using tool documentation to automatically enable new applications: by using nothing more than the documentation of GroundingDino, Stable Diffusion, XMem, and SAM, LLMs can re-invent the functionalities of the just-released Grounded-SAM and Track Anything models.
DemoGen: Synthetic Demonstration Generation for Data-Efficient Visuomotor Policy Learning
Visuomotor policies have shown great promise in robotic manipulation but often require substantial amounts of human-collected data for effective performance. A key reason underlying the data demands is their limited spatial generalization capability, which necessitates extensive data collection across different object configurations. In this work, we present DemoGen, a low-cost, fully synthetic approach for automatic demonstration generation. Using only one human-collected demonstration per task, DemoGen generates spatially augmented demonstrations by adapting the demonstrated action trajectory to novel object configurations. Visual observations are synthesized by leveraging 3D point clouds as the modality and rearranging the subjects in the scene via 3D editing. Empirically, DemoGen significantly enhances policy performance across a diverse range of real-world manipulation tasks, showing its applicability even in challenging scenarios involving deformable objects, dexterous hand end-effectors, and bimanual platforms. Furthermore, DemoGen can be extended to enable additional out-of-distribution capabilities, including disturbance resistance and obstacle avoidance.
Skills Made to Order: Efficient Acquisition of Robot Cooking Skills Guided by Multiple Forms of Internet Data
This study explores the utility of various internet data sources to select among a set of template robot behaviors to perform skills. Learning contact-rich skills involving tool use from internet data sources has typically been challenging due to the lack of physical information such as contact existence, location, areas, and force in this data. Prior works have generally used internet data and foundation models trained on this data to generate low-level robot behavior. We hypothesize that these data and models may be better suited to selecting among a set of basic robot behaviors to perform these contact-rich skills. We explore three methods of template selection: querying large language models, comparing video of robot execution to retrieved human video using features from a pretrained video encoder common in prior work, and performing the same comparison using features from an optic flow encoder trained on internet data. Our results show that LLMs are surprisingly capable template selectors despite their lack of visual information, optical flow encoding significantly outperforms video encoders trained with an order of magnitude more data, and important synergies exist between various forms of internet data for template selection. By exploiting these synergies, we create a template selector using multiple forms of internet data that achieves a 79\% success rate on a set of 16 different cooking skills involving tool-use.
Imitating Human Search Strategies for Assembly
We present a Learning from Demonstration method for teaching robots to perform search strategies imitated from humans in scenarios where alignment tasks fail due to position uncertainty. The method utilizes human demonstrations to learn both a state invariant dynamics model and an exploration distribution that captures the search area covered by the demonstrator. We present two alternative algorithms for computing a search trajectory from the exploration distribution, one based on sampling and another based on deterministic ergodic control. We augment the search trajectory with forces learnt through the dynamics model to enable searching both in force and position domains. An impedance controller with superposed forces is used for reproducing the learnt strategy. We experimentally evaluate the method on a KUKA LWR4+ performing a 2D peg-in-hole and a 3D electricity socket task. Results show that the proposed method can, with only few human demonstrations, learn to complete the search task.
Contrastive Demonstration Tuning for Pre-trained Language Models
Pretrained language models can be effectively stimulated by textual prompts or demonstrations, especially in low-data scenarios. Recent works have focused on automatically searching discrete or continuous prompts or optimized verbalizers, yet studies for the demonstration are still limited. Concretely, the demonstration examples are crucial for an excellent final performance of prompt-tuning. In this paper, we propose a novel pluggable, extensible, and efficient approach named contrastive demonstration tuning, which is free of demonstration sampling. Furthermore, the proposed approach can be: (i) Plugged into any previous prompt-tuning approaches; (ii) Extended to widespread classification tasks with a large number of categories. Experimental results on 16 datasets illustrate that our method integrated with previous approaches LM-BFF and P-tuning can yield better performance. Code is available in https://github.com/zjunlp/PromptKG/tree/main/research/Demo-Tuning.
Rethinking the Role of Demonstrations: What Makes In-Context Learning Work?
Large language models (LMs) are able to in-context learn -- perform a new task via inference alone by conditioning on a few input-label pairs (demonstrations) and making predictions for new inputs. However, there has been little understanding of how the model learns and which aspects of the demonstrations contribute to end task performance. In this paper, we show that ground truth demonstrations are in fact not required -- randomly replacing labels in the demonstrations barely hurts performance on a range of classification and multi-choce tasks, consistently over 12 different models including GPT-3. Instead, we find that other aspects of the demonstrations are the key drivers of end task performance, including the fact that they provide a few examples of (1) the label space, (2) the distribution of the input text, and (3) the overall format of the sequence. Together, our analysis provides a new way of understanding how and why in-context learning works, while opening up new questions about how much can be learned from large language models through inference alone.
Leveraging Demonstrations to Improve Online Learning: Quality Matters
We investigate the extent to which offline demonstration data can improve online learning. It is natural to expect some improvement, but the question is how, and by how much? We show that the degree of improvement must depend on the quality of the demonstration data. To generate portable insights, we focus on Thompson sampling (TS) applied to a multi-armed bandit as a prototypical online learning algorithm and model. The demonstration data is generated by an expert with a given competence level, a notion we introduce. We propose an informed TS algorithm that utilizes the demonstration data in a coherent way through Bayes' rule and derive a prior-dependent Bayesian regret bound. This offers insight into how pretraining can greatly improve online performance and how the degree of improvement increases with the expert's competence level. We also develop a practical, approximate informed TS algorithm through Bayesian bootstrapping and show substantial empirical regret reduction through experiments.
Evaluation Agent: Efficient and Promptable Evaluation Framework for Visual Generative Models
Recent advancements in visual generative models have enabled high-quality image and video generation, opening diverse applications. However, evaluating these models often demands sampling hundreds or thousands of images or videos, making the process computationally expensive, especially for diffusion-based models with inherently slow sampling. Moreover, existing evaluation methods rely on rigid pipelines that overlook specific user needs and provide numerical results without clear explanations. In contrast, humans can quickly form impressions of a model's capabilities by observing only a few samples. To mimic this, we propose the Evaluation Agent framework, which employs human-like strategies for efficient, dynamic, multi-round evaluations using only a few samples per round, while offering detailed, user-tailored analyses. It offers four key advantages: 1) efficiency, 2) promptable evaluation tailored to diverse user needs, 3) explainability beyond single numerical scores, and 4) scalability across various models and tools. Experiments show that Evaluation Agent reduces evaluation time to 10% of traditional methods while delivering comparable results. The Evaluation Agent framework is fully open-sourced to advance research in visual generative models and their efficient evaluation.
Learning Deformable Object Manipulation from Expert Demonstrations
We present a novel Learning from Demonstration (LfD) method, Deformable Manipulation from Demonstrations (DMfD), to solve deformable manipulation tasks using states or images as inputs, given expert demonstrations. Our method uses demonstrations in three different ways, and balances the trade-off between exploring the environment online and using guidance from experts to explore high dimensional spaces effectively. We test DMfD on a set of representative manipulation tasks for a 1-dimensional rope and a 2-dimensional cloth from the SoftGym suite of tasks, each with state and image observations. Our method exceeds baseline performance by up to 12.9% for state-based tasks and up to 33.44% on image-based tasks, with comparable or better robustness to randomness. Additionally, we create two challenging environments for folding a 2D cloth using image-based observations, and set a performance benchmark for them. We deploy DMfD on a real robot with a minimal loss in normalized performance during real-world execution compared to simulation (~6%). Source code is on github.com/uscresl/dmfd
Show-o: One Single Transformer to Unify Multimodal Understanding and Generation
We present a unified transformer, i.e., Show-o, that unifies multimodal understanding and generation. Unlike fully autoregressive models, Show-o unifies autoregressive and (discrete) diffusion modeling to adaptively handle inputs and outputs of various and mixed modalities. The unified model flexibly supports a wide range of vision-language tasks including visual question-answering, text-to-image generation, text-guided inpainting/extrapolation, and mixed-modality generation. Across various benchmarks, it demonstrates comparable or superior performance to existing individual models with an equivalent or larger number of parameters tailored for understanding or generation. This significantly highlights its potential as a next-generation foundation model. Code and models are released at https://github.com/showlab/Show-o.
GPT-4V(ision) for Robotics: Multimodal Task Planning from Human Demonstration
We introduce a pipeline that enhances a general-purpose Vision Language Model, GPT-4V(ision), by integrating observations of human actions to facilitate robotic manipulation. This system analyzes videos of humans performing tasks and creates executable robot programs that incorporate affordance insights. The computation starts by analyzing the videos with GPT-4V to convert environmental and action details into text, followed by a GPT-4-empowered task planner. In the following analyses, vision systems reanalyze the video with the task plan. Object names are grounded using an open-vocabulary object detector, while focus on the hand-object relation helps to detect the moment of grasping and releasing. This spatiotemporal grounding allows the vision systems to further gather affordance data (e.g., grasp type, way points, and body postures). Experiments across various scenarios demonstrate this method's efficacy in achieving real robots' operations from human demonstrations in a zero-shot manner. The prompts of GPT-4V/GPT-4 are available at this project page: https://microsoft.github.io/GPT4Vision-Robot-Manipulation-Prompts/
Eliciting Compatible Demonstrations for Multi-Human Imitation Learning
Imitation learning from human-provided demonstrations is a strong approach for learning policies for robot manipulation. While the ideal dataset for imitation learning is homogenous and low-variance -- reflecting a single, optimal method for performing a task -- natural human behavior has a great deal of heterogeneity, with several optimal ways to demonstrate a task. This multimodality is inconsequential to human users, with task variations manifesting as subconscious choices; for example, reaching down, then across to grasp an object, versus reaching across, then down. Yet, this mismatch presents a problem for interactive imitation learning, where sequences of users improve on a policy by iteratively collecting new, possibly conflicting demonstrations. To combat this problem of demonstrator incompatibility, this work designs an approach for 1) measuring the compatibility of a new demonstration given a base policy, and 2) actively eliciting more compatible demonstrations from new users. Across two simulation tasks requiring long-horizon, dexterous manipulation and a real-world "food plating" task with a Franka Emika Panda arm, we show that we can both identify incompatible demonstrations via post-hoc filtering, and apply our compatibility measure to actively elicit compatible demonstrations from new users, leading to improved task success rates across simulated and real environments.
Suturing Tasks Automation Based on Skills Learned From Demonstrations: A Simulation Study
In this work, we develop an open-source surgical simulation environment that includes a realistic model obtained by MRI-scanning a physical phantom, for the purpose of training and evaluating a Learning from Demonstration (LfD) algorithm for autonomous suturing. The LfD algorithm utilizes Dynamic Movement Primitives (DMP) and Locally Weighted Regression (LWR), but focuses on the needle trajectory, rather than the instruments, to obtain better generality with respect to needle grasps. We conduct a user study to collect multiple suturing demonstrations and perform a comprehensive analysis of the ability of the LfD algorithm to generalize from a demonstration at one location in one phantom to different locations in the same phantom and to a different phantom. Our results indicate good generalization, on the order of 91.5%, when learning from more experienced subjects, indicating the need to integrate skill assessment in the future.
Rectifying Demonstration Shortcut in In-Context Learning
Large language models (LLMs) are able to solve various tasks with only a few demonstrations utilizing their in-context learning (ICL) abilities. However, LLMs often rely on their pre-trained semantic priors of demonstrations rather than on the input-label relationships to proceed with ICL prediction. In this work, we term this phenomenon as the 'Demonstration Shortcut'. While previous works have primarily focused on improving ICL prediction results for predefined tasks, we aim to rectify the Demonstration Shortcut, thereby enabling the LLM to effectively learn new input-label relationships from demonstrations. To achieve this, we introduce In-Context Calibration, a demonstration-aware calibration method. We evaluate the effectiveness of the proposed method in two settings: (1) the Original ICL Task using the standard label space and (2) the Task Learning setting, where the label space is replaced with semantically unrelated tokens. In both settings, In-Context Calibration demonstrates substantial improvements, with results generalized across three LLM families (OPT, GPT, and Llama2) under various configurations.
Reinforcement Learning on Web Interfaces Using Workflow-Guided Exploration
Reinforcement learning (RL) agents improve through trial-and-error, but when reward is sparse and the agent cannot discover successful action sequences, learning stagnates. This has been a notable problem in training deep RL agents to perform web-based tasks, such as booking flights or replying to emails, where a single mistake can ruin the entire sequence of actions. A common remedy is to "warm-start" the agent by pre-training it to mimic expert demonstrations, but this is prone to overfitting. Instead, we propose to constrain exploration using demonstrations. From each demonstration, we induce high-level "workflows" which constrain the allowable actions at each time step to be similar to those in the demonstration (e.g., "Step 1: click on a textbox; Step 2: enter some text"). Our exploration policy then learns to identify successful workflows and samples actions that satisfy these workflows. Workflows prune out bad exploration directions and accelerate the agent's ability to discover rewards. We use our approach to train a novel neural policy designed to handle the semi-structured nature of websites, and evaluate on a suite of web tasks, including the recent World of Bits benchmark. We achieve new state-of-the-art results, and show that workflow-guided exploration improves sample efficiency over behavioral cloning by more than 100x.
Show, Don't Tell: Aligning Language Models with Demonstrated Feedback
Language models are aligned to emulate the collective voice of many, resulting in outputs that align with no one in particular. Steering LLMs away from generic output is possible through supervised finetuning or RLHF, but requires prohibitively large datasets for new ad-hoc tasks. We argue that it is instead possible to align an LLM to a specific setting by leveraging a very small number (<10) of demonstrations as feedback. Our method, Demonstration ITerated Task Optimization (DITTO), directly aligns language model outputs to a user's demonstrated behaviors. Derived using ideas from online imitation learning, DITTO cheaply generates online comparison data by treating users' demonstrations as preferred over output from the LLM and its intermediate checkpoints. We evaluate DITTO's ability to learn fine-grained style and task alignment across domains such as news articles, emails, and blog posts. Additionally, we conduct a user study soliciting a range of demonstrations from participants (N=16). Across our benchmarks and user study, we find that win-rates for DITTO outperform few-shot prompting, supervised fine-tuning, and other self-play methods by an average of 19% points. By using demonstrations as feedback directly, DITTO offers a novel method for effective customization of LLMs.
A Single Goal is All You Need: Skills and Exploration Emerge from Contrastive RL without Rewards, Demonstrations, or Subgoals
In this paper, we present empirical evidence of skills and directed exploration emerging from a simple RL algorithm long before any successful trials are observed. For example, in a manipulation task, the agent is given a single observation of the goal state and learns skills, first for moving its end-effector, then for pushing the block, and finally for picking up and placing the block. These skills emerge before the agent has ever successfully placed the block at the goal location and without the aid of any reward functions, demonstrations, or manually-specified distance metrics. Once the agent has learned to reach the goal state reliably, exploration is reduced. Implementing our method involves a simple modification of prior work and does not require density estimates, ensembles, or any additional hyperparameters. Intuitively, the proposed method seems like it should be terrible at exploration, and we lack a clear theoretical understanding of why it works so effectively, though our experiments provide some hints.
Large Language Models can Implement Policy Iteration
This work presents In-Context Policy Iteration, an algorithm for performing Reinforcement Learning (RL), in-context, using foundation models. While the application of foundation models to RL has received considerable attention, most approaches rely on either (1) the curation of expert demonstrations (either through manual design or task-specific pretraining) or (2) adaptation to the task of interest using gradient methods (either fine-tuning or training of adapter layers). Both of these techniques have drawbacks. Collecting demonstrations is labor-intensive, and algorithms that rely on them do not outperform the experts from which the demonstrations were derived. All gradient techniques are inherently slow, sacrificing the "few-shot" quality that made in-context learning attractive to begin with. In this work, we present an algorithm, ICPI, that learns to perform RL tasks without expert demonstrations or gradients. Instead we present a policy-iteration method in which the prompt content is the entire locus of learning. ICPI iteratively updates the contents of the prompt from which it derives its policy through trial-and-error interaction with an RL environment. In order to eliminate the role of in-weights learning (on which approaches like Decision Transformer rely heavily), we demonstrate our algorithm using Codex, a language model with no prior knowledge of the domains on which we evaluate it.
Video Creation by Demonstration
We explore a novel video creation experience, namely Video Creation by Demonstration. Given a demonstration video and a context image from a different scene, we generate a physically plausible video that continues naturally from the context image and carries out the action concepts from the demonstration. To enable this capability, we present delta-Diffusion, a self-supervised training approach that learns from unlabeled videos by conditional future frame prediction. Unlike most existing video generation controls that are based on explicit signals, we adopts the form of implicit latent control for maximal flexibility and expressiveness required by general videos. By leveraging a video foundation model with an appearance bottleneck design on top, we extract action latents from demonstration videos for conditioning the generation process with minimal appearance leakage. Empirically, delta-Diffusion outperforms related baselines in terms of both human preference and large-scale machine evaluations, and demonstrates potentials towards interactive world simulation. Sampled video generation results are available at https://delta-diffusion.github.io/.
Orca: Progressive Learning from Complex Explanation Traces of GPT-4
Recent research has focused on enhancing the capability of smaller models through imitation learning, drawing on the outputs generated by large foundation models (LFMs). A number of issues impact the quality of these models, ranging from limited imitation signals from shallow LFM outputs; small scale homogeneous training data; and most notably a lack of rigorous evaluation resulting in overestimating the small model's capability as they tend to learn to imitate the style, but not the reasoning process of LFMs. To address these challenges, we develop Orca (We are working with our legal team to publicly release a diff of the model weights in accordance with LLaMA's release policy to be published at https://aka.ms/orca-lm), a 13-billion parameter model that learns to imitate the reasoning process of LFMs. Orca learns from rich signals from GPT-4 including explanation traces; step-by-step thought processes; and other complex instructions, guided by teacher assistance from ChatGPT. To promote this progressive learning, we tap into large-scale and diverse imitation data with judicious sampling and selection. Orca surpasses conventional state-of-the-art instruction-tuned models such as Vicuna-13B by more than 100% in complex zero-shot reasoning benchmarks like Big-Bench Hard (BBH) and 42% on AGIEval. Moreover, Orca reaches parity with ChatGPT on the BBH benchmark and shows competitive performance (4 pts gap with optimized system message) in professional and academic examinations like the SAT, LSAT, GRE, and GMAT, both in zero-shot settings without CoT; while trailing behind GPT-4. Our research indicates that learning from step-by-step explanations, whether these are generated by humans or more advanced AI models, is a promising direction to improve model capabilities and skills.
DITTO: Demonstration Imitation by Trajectory Transformation
Teaching robots new skills quickly and conveniently is crucial for the broader adoption of robotic systems. In this work, we address the problem of one-shot imitation from a single human demonstration, given by an RGB-D video recording through a two-stage process. In the first stage which is offline, we extract the trajectory of the demonstration. This entails segmenting manipulated objects and determining their relative motion in relation to secondary objects such as containers. Subsequently, in the live online trajectory generation stage, we first re-detect all objects, then we warp the demonstration trajectory to the current scene, and finally, we trace the trajectory with the robot. To complete these steps, our method makes leverages several ancillary models, including those for segmentation, relative object pose estimation, and grasp prediction. We systematically evaluate different combinations of correspondence and re-detection methods to validate our design decision across a diverse range of tasks. Specifically, we collect demonstrations of ten different tasks including pick-and-place tasks as well as articulated object manipulation. Finally, we perform extensive evaluations on a real robot system to demonstrate the effectiveness and utility of our approach in real-world scenarios. We make the code publicly available at http://ditto.cs.uni-freiburg.de.
ACE: A Cross-Platform Visual-Exoskeletons System for Low-Cost Dexterous Teleoperation
Learning from demonstrations has shown to be an effective approach to robotic manipulation, especially with the recently collected large-scale robot data with teleoperation systems. Building an efficient teleoperation system across diverse robot platforms has become more crucial than ever. However, there is a notable lack of cost-effective and user-friendly teleoperation systems for different end-effectors, e.g., anthropomorphic robot hands and grippers, that can operate across multiple platforms. To address this issue, we develop ACE, a cross-platform visual-exoskeleton system for low-cost dexterous teleoperation. Our system utilizes a hand-facing camera to capture 3D hand poses and an exoskeleton mounted on a portable base, enabling accurate real-time capture of both finger and wrist poses. Compared to previous systems, which often require hardware customization according to different robots, our single system can generalize to humanoid hands, arm-hands, arm-gripper, and quadruped-gripper systems with high-precision teleoperation. This enables imitation learning for complex manipulation tasks on diverse platforms.
Investigating Prompt Engineering in Diffusion Models
With the spread of the use of Text2Img diffusion models such as DALL-E 2, Imagen, Mid Journey and Stable Diffusion, one challenge that artists face is selecting the right prompts to achieve the desired artistic output. We present techniques for measuring the effect that specific words and phrases in prompts have, and (in the Appendix) present guidance on the selection of prompts to produce desired effects.
AR2-D2:Training a Robot Without a Robot
Diligently gathered human demonstrations serve as the unsung heroes empowering the progression of robot learning. Today, demonstrations are collected by training people to use specialized controllers, which (tele-)operate robots to manipulate a small number of objects. By contrast, we introduce AR2-D2: a system for collecting demonstrations which (1) does not require people with specialized training, (2) does not require any real robots during data collection, and therefore, (3) enables manipulation of diverse objects with a real robot. AR2-D2 is a framework in the form of an iOS app that people can use to record a video of themselves manipulating any object while simultaneously capturing essential data modalities for training a real robot. We show that data collected via our system enables the training of behavior cloning agents in manipulating real objects. Our experiments further show that training with our AR data is as effective as training with real-world robot demonstrations. Moreover, our user study indicates that users find AR2-D2 intuitive to use and require no training in contrast to four other frequently employed methods for collecting robot demonstrations.
SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations
We address a fundamental challenge in Reinforcement Learning from Interaction Demonstration (RLID): demonstration noise and coverage limitations. While existing data collection approaches provide valuable interaction demonstrations, they often yield sparse, disconnected, and noisy trajectories that fail to capture the full spectrum of possible skill variations and transitions. Our key insight is that despite noisy and sparse demonstrations, there exist infinite physically feasible trajectories that naturally bridge between demonstrated skills or emerge from their neighboring states, forming a continuous space of possible skill variations and transitions. Building upon this insight, we present two data augmentation techniques: a Stitched Trajectory Graph (STG) that discovers potential transitions between demonstration skills, and a State Transition Field (STF) that establishes unique connections for arbitrary states within the demonstration neighborhood. To enable effective RLID with augmented data, we develop an Adaptive Trajectory Sampling (ATS) strategy for dynamic curriculum generation and a historical encoding mechanism for memory-dependent skill learning. Our approach enables robust skill acquisition that significantly generalizes beyond the reference demonstrations. Extensive experiments across diverse interaction tasks demonstrate substantial improvements over state-of-the-art methods in terms of convergence stability, generalization capability, and recovery robustness.
Demo2Code: From Summarizing Demonstrations to Synthesizing Code via Extended Chain-of-Thought
Language instructions and demonstrations are two natural ways for users to teach robots personalized tasks. Recent progress in Large Language Models (LLMs) has shown impressive performance in translating language instructions into code for robotic tasks. However, translating demonstrations into task code continues to be a challenge due to the length and complexity of both demonstrations and code, making learning a direct mapping intractable. This paper presents Demo2Code, a novel framework that generates robot task code from demonstrations via an extended chain-of-thought and defines a common latent specification to connect the two. Our framework employs a robust two-stage process: (1) a recursive summarization technique that condenses demonstrations into concise specifications, and (2) a code synthesis approach that expands each function recursively from the generated specifications. We conduct extensive evaluation on various robot task benchmarks, including a novel game benchmark Robotouille, designed to simulate diverse cooking tasks in a kitchen environment. The project's website is available at https://portal-cornell.github.io/demo2code/
RAM: Retrieval-Based Affordance Transfer for Generalizable Zero-Shot Robotic Manipulation
This work proposes a retrieve-and-transfer framework for zero-shot robotic manipulation, dubbed RAM, featuring generalizability across various objects, environments, and embodiments. Unlike existing approaches that learn manipulation from expensive in-domain demonstrations, RAM capitalizes on a retrieval-based affordance transfer paradigm to acquire versatile manipulation capabilities from abundant out-of-domain data. First, RAM extracts unified affordance at scale from diverse sources of demonstrations including robotic data, human-object interaction (HOI) data, and custom data to construct a comprehensive affordance memory. Then given a language instruction, RAM hierarchically retrieves the most similar demonstration from the affordance memory and transfers such out-of-domain 2D affordance to in-domain 3D executable affordance in a zero-shot and embodiment-agnostic manner. Extensive simulation and real-world evaluations demonstrate that our RAM consistently outperforms existing works in diverse daily tasks. Additionally, RAM shows significant potential for downstream applications such as automatic and efficient data collection, one-shot visual imitation, and LLM/VLM-integrated long-horizon manipulation. For more details, please check our website at https://yxkryptonite.github.io/RAM/.
DexMimicGen: Automated Data Generation for Bimanual Dexterous Manipulation via Imitation Learning
Imitation learning from human demonstrations is an effective means to teach robots manipulation skills. But data acquisition is a major bottleneck in applying this paradigm more broadly, due to the amount of cost and human effort involved. There has been significant interest in imitation learning for bimanual dexterous robots, like humanoids. Unfortunately, data collection is even more challenging here due to the challenges of simultaneously controlling multiple arms and multi-fingered hands. Automated data generation in simulation is a compelling, scalable alternative to fuel this need for data. To this end, we introduce DexMimicGen, a large-scale automated data generation system that synthesizes trajectories from a handful of human demonstrations for humanoid robots with dexterous hands. We present a collection of simulation environments in the setting of bimanual dexterous manipulation, spanning a range of manipulation behaviors and different requirements for coordination among the two arms. We generate 21K demos across these tasks from just 60 source human demos and study the effect of several data generation and policy learning decisions on agent performance. Finally, we present a real-to-sim-to-real pipeline and deploy it on a real-world humanoid can sorting task. Videos and more are at https://dexmimicgen.github.io/
Inverse Dynamics Pretraining Learns Good Representations for Multitask Imitation
In recent years, domains such as natural language processing and image recognition have popularized the paradigm of using large datasets to pretrain representations that can be effectively transferred to downstream tasks. In this work we evaluate how such a paradigm should be done in imitation learning, where both pretraining and finetuning data are trajectories collected by experts interacting with an unknown environment. Namely, we consider a setting where the pretraining corpus consists of multitask demonstrations and the task for each demonstration is set by an unobserved latent context variable. The goal is to use the pretraining corpus to learn a low dimensional representation of the high dimensional (e.g., visual) observation space which can be transferred to a novel context for finetuning on a limited dataset of demonstrations. Among a variety of possible pretraining objectives, we argue that inverse dynamics modeling -- i.e., predicting an action given the observations appearing before and after it in the demonstration -- is well-suited to this setting. We provide empirical evidence of this claim through evaluations on a variety of simulated visuomotor manipulation problems. While previous work has attempted various theoretical explanations regarding the benefit of inverse dynamics modeling, we find that these arguments are insufficient to explain the empirical advantages often observed in our settings, and so we derive a novel analysis using a simple but general environment model.
What Matters in Learning from Offline Human Demonstrations for Robot Manipulation
Imitating human demonstrations is a promising approach to endow robots with various manipulation capabilities. While recent advances have been made in imitation learning and batch (offline) reinforcement learning, a lack of open-source human datasets and reproducible learning methods make assessing the state of the field difficult. In this paper, we conduct an extensive study of six offline learning algorithms for robot manipulation on five simulated and three real-world multi-stage manipulation tasks of varying complexity, and with datasets of varying quality. Our study analyzes the most critical challenges when learning from offline human data for manipulation. Based on the study, we derive a series of lessons including the sensitivity to different algorithmic design choices, the dependence on the quality of the demonstrations, and the variability based on the stopping criteria due to the different objectives in training and evaluation. We also highlight opportunities for learning from human datasets, such as the ability to learn proficient policies on challenging, multi-stage tasks beyond the scope of current reinforcement learning methods, and the ability to easily scale to natural, real-world manipulation scenarios where only raw sensory signals are available. We have open-sourced our datasets and all algorithm implementations to facilitate future research and fair comparisons in learning from human demonstration data. Codebase, datasets, trained models, and more available at https://arise-initiative.github.io/robomimic-web/
MoDem: Accelerating Visual Model-Based Reinforcement Learning with Demonstrations
Poor sample efficiency continues to be the primary challenge for deployment of deep Reinforcement Learning (RL) algorithms for real-world applications, and in particular for visuo-motor control. Model-based RL has the potential to be highly sample efficient by concurrently learning a world model and using synthetic rollouts for planning and policy improvement. However, in practice, sample-efficient learning with model-based RL is bottlenecked by the exploration challenge. In this work, we find that leveraging just a handful of demonstrations can dramatically improve the sample-efficiency of model-based RL. Simply appending demonstrations to the interaction dataset, however, does not suffice. We identify key ingredients for leveraging demonstrations in model learning -- policy pretraining, targeted exploration, and oversampling of demonstration data -- which forms the three phases of our model-based RL framework. We empirically study three complex visuo-motor control domains and find that our method is 150%-250% more successful in completing sparse reward tasks compared to prior approaches in the low data regime (100K interaction steps, 5 demonstrations). Code and videos are available at: https://nicklashansen.github.io/modemrl
ShowFlow: From Robust Single Concept to Condition-Free Multi-Concept Generation
Customizing image generation remains a core challenge in controllable image synthesis. For single-concept generation, maintaining both identity preservation and prompt alignment is challenging. In multi-concept scenarios, relying solely on a prompt without additional conditions like layout boxes or semantic masks, often leads to identity loss and concept omission. In this paper, we introduce ShowFlow, a comprehensive framework designed to tackle these challenges. We propose ShowFlow-S for single-concept image generation, and ShowFlow-M for handling multiple concepts. ShowFlow-S introduces a KronA-WED adapter, which integrates a Kronecker adapter with weight and embedding decomposition, and employs a disentangled learning approach with a novel attention regularization objective to enhance single-concept generation. Building on this foundation, ShowFlow-M directly reuses the learned models from ShowFlow-S to support multi-concept generation without extra conditions, incorporating a Subject-Adaptive Matching Attention (SAMA) and a layout consistency strategy as the plug-and-play module. Extensive experiments and user studies validate ShowFlow's effectiveness, highlighting its potential in real-world applications like advertising and virtual dressing.
Many-for-Many: Unify the Training of Multiple Video and Image Generation and Manipulation Tasks
Diffusion models have shown impressive performance in many visual generation and manipulation tasks. Many existing methods focus on training a model for a specific task, especially, text-to-video (T2V) generation, while many other works focus on finetuning the pretrained T2V model for image-to-video (I2V), video-to-video (V2V), image and video manipulation tasks, etc. However, training a strong T2V foundation model requires a large amount of high-quality annotations, which is very costly. In addition, many existing models can perform only one or several tasks. In this work, we introduce a unified framework, namely many-for-many, which leverages the available training data from many different visual generation and manipulation tasks to train a single model for those different tasks. Specifically, we design a lightweight adapter to unify the different conditions in different tasks, then employ a joint image-video learning strategy to progressively train the model from scratch. Our joint learning leads to a unified visual generation and manipulation model with improved video generation performance. In addition, we introduce depth maps as a condition to help our model better perceive the 3D space in visual generation. Two versions of our model are trained with different model sizes (8B and 2B), each of which can perform more than 10 different tasks. In particular, our 8B model demonstrates highly competitive performance in video generation tasks compared to open-source and even commercial engines. Our models and source codes are available at https://github.com/leeruibin/MfM.git.
Multi-Stage Cable Routing through Hierarchical Imitation Learning
We study the problem of learning to perform multi-stage robotic manipulation tasks, with applications to cable routing, where the robot must route a cable through a series of clips. This setting presents challenges representative of complex multi-stage robotic manipulation scenarios: handling deformable objects, closing the loop on visual perception, and handling extended behaviors consisting of multiple steps that must be executed successfully to complete the entire task. In such settings, learning individual primitives for each stage that succeed with a high enough rate to perform a complete temporally extended task is impractical: if each stage must be completed successfully and has a non-negligible probability of failure, the likelihood of successful completion of the entire task becomes negligible. Therefore, successful controllers for such multi-stage tasks must be able to recover from failure and compensate for imperfections in low-level controllers by smartly choosing which controllers to trigger at any given time, retrying, or taking corrective action as needed. To this end, we describe an imitation learning system that uses vision-based policies trained from demonstrations at both the lower (motor control) and the upper (sequencing) level, present a system for instantiating this method to learn the cable routing task, and perform evaluations showing great performance in generalizing to very challenging clip placement variations. Supplementary videos, datasets, and code can be found at https://sites.google.com/view/cablerouting.
HAND Me the Data: Fast Robot Adaptation via Hand Path Retrieval
We hand the community HAND, a simple and time-efficient method for teaching robots new manipulation tasks through human hand demonstrations. Instead of relying on task-specific robot demonstrations collected via teleoperation, HAND uses easy-to-provide hand demonstrations to retrieve relevant behaviors from task-agnostic robot play data. Using a visual tracking pipeline, HAND extracts the motion of the human hand from the hand demonstration and retrieves robot sub-trajectories in two stages: first filtering by visual similarity, then retrieving trajectories with similar behaviors to the hand. Fine-tuning a policy on the retrieved data enables real-time learning of tasks in under four minutes, without requiring calibrated cameras or detailed hand pose estimation. Experiments also show that HAND outperforms retrieval baselines by over 2x in average task success rates on real robots. Videos can be found at our project website: https://liralab.usc.edu/handretrieval/.
2HandedAfforder: Learning Precise Actionable Bimanual Affordances from Human Videos
When interacting with objects, humans effectively reason about which regions of objects are viable for an intended action, i.e., the affordance regions of the object. They can also account for subtle differences in object regions based on the task to be performed and whether one or two hands need to be used. However, current vision-based affordance prediction methods often reduce the problem to naive object part segmentation. In this work, we propose a framework for extracting affordance data from human activity video datasets. Our extracted 2HANDS dataset contains precise object affordance region segmentations and affordance class-labels as narrations of the activity performed. The data also accounts for bimanual actions, i.e., two hands co-ordinating and interacting with one or more objects. We present a VLM-based affordance prediction model, 2HandedAfforder, trained on the dataset and demonstrate superior performance over baselines in affordance region segmentation for various activities. Finally, we show that our predicted affordance regions are actionable, i.e., can be used by an agent performing a task, through demonstration in robotic manipulation scenarios.
Motion Prompting: Controlling Video Generation with Motion Trajectories
Motion control is crucial for generating expressive and compelling video content; however, most existing video generation models rely mainly on text prompts for control, which struggle to capture the nuances of dynamic actions and temporal compositions. To this end, we train a video generation model conditioned on spatio-temporally sparse or dense motion trajectories. In contrast to prior motion conditioning work, this flexible representation can encode any number of trajectories, object-specific or global scene motion, and temporally sparse motion; due to its flexibility we refer to this conditioning as motion prompts. While users may directly specify sparse trajectories, we also show how to translate high-level user requests into detailed, semi-dense motion prompts, a process we term motion prompt expansion. We demonstrate the versatility of our approach through various applications, including camera and object motion control, "interacting" with an image, motion transfer, and image editing. Our results showcase emergent behaviors, such as realistic physics, suggesting the potential of motion prompts for probing video models and interacting with future generative world models. Finally, we evaluate quantitatively, conduct a human study, and demonstrate strong performance. Video results are available on our webpage: https://motion-prompting.github.io/
Reinforcement Learning via Implicit Imitation Guidance
We study the problem of sample efficient reinforcement learning, where prior data such as demonstrations are provided for initialization in lieu of a dense reward signal. A natural approach is to incorporate an imitation learning objective, either as regularization during training or to acquire a reference policy. However, imitation learning objectives can ultimately degrade long-term performance, as it does not directly align with reward maximization. In this work, we propose to use prior data solely for guiding exploration via noise added to the policy, sidestepping the need for explicit behavior cloning constraints. The key insight in our framework, Data-Guided Noise (DGN), is that demonstrations are most useful for identifying which actions should be explored, rather than forcing the policy to take certain actions. Our approach achieves up to 2-3x improvement over prior reinforcement learning from offline data methods across seven simulated continuous control tasks.
Self-Generated In-Context Learning: Leveraging Auto-regressive Language Models as a Demonstration Generator
Large-scale pre-trained language models (PLMs) are well-known for being capable of solving a task simply by conditioning a few input-label pairs dubbed demonstrations on a prompt without being explicitly tuned for the desired downstream task. Such a process (i.e., in-context learning), however, naturally leads to high reliance on the demonstrations which are usually selected from external datasets. In this paper, we propose self-generated in-context learning (SG-ICL), which generates demonstrations for in-context learning from PLM itself to minimize the reliance on the external demonstration. We conduct experiments on four different text classification tasks and show SG-ICL significantly outperforms zero-shot learning and is generally worth approximately 0.6 gold training samples. Moreover, our generated demonstrations show more consistent performance with low variance compared to randomly selected demonstrations from the training dataset.
Lifelong Inverse Reinforcement Learning
Methods for learning from demonstration (LfD) have shown success in acquiring behavior policies by imitating a user. However, even for a single task, LfD may require numerous demonstrations. For versatile agents that must learn many tasks via demonstration, this process would substantially burden the user if each task were learned in isolation. To address this challenge, we introduce the novel problem of lifelong learning from demonstration, which allows the agent to continually build upon knowledge learned from previously demonstrated tasks to accelerate the learning of new tasks, reducing the amount of demonstrations required. As one solution to this problem, we propose the first lifelong learning approach to inverse reinforcement learning, which learns consecutive tasks via demonstration, continually transferring knowledge between tasks to improve performance.
Extraneousness-Aware Imitation Learning
Visual imitation learning provides an effective framework to learn skills from demonstrations. However, the quality of the provided demonstrations usually significantly affects the ability of an agent to acquire desired skills. Therefore, the standard visual imitation learning assumes near-optimal demonstrations, which are expensive or sometimes prohibitive to collect. Previous works propose to learn from noisy demonstrations; however, the noise is usually assumed to follow a context-independent distribution such as a uniform or gaussian distribution. In this paper, we consider another crucial yet underexplored setting -- imitation learning with task-irrelevant yet locally consistent segments in the demonstrations (e.g., wiping sweat while cutting potatoes in a cooking tutorial). We argue that such noise is common in real world data and term them "extraneous" segments. To tackle this problem, we introduce Extraneousness-Aware Imitation Learning (EIL), a self-supervised approach that learns visuomotor policies from third-person demonstrations with extraneous subsequences. EIL learns action-conditioned observation embeddings in a self-supervised manner and retrieves task-relevant observations across visual demonstrations while excluding the extraneous ones. Experimental results show that EIL outperforms strong baselines and achieves comparable policies to those trained with perfect demonstration on both simulated and real-world robot control tasks. The project page can be found at https://sites.google.com/view/eil-website.
Learning to Emphasize: Dataset and Shared Task Models for Selecting Emphasis in Presentation Slides
Presentation slides have become a common addition to the teaching material. Emphasizing strong leading words in presentation slides can allow the audience to direct the eye to certain focal points instead of reading the entire slide, retaining the attention to the speaker during the presentation. Despite a large volume of studies on automatic slide generation, few studies have addressed the automation of design assistance during the creation process. Motivated by this demand, we study the problem of Emphasis Selection (ES) in presentation slides, i.e., choosing candidates for emphasis, by introducing a new dataset containing presentation slides with a wide variety of topics, each is annotated with emphasis words in a crowdsourced setting. We evaluate a range of state-of-the-art models on this novel dataset by organizing a shared task and inviting multiple researchers to model emphasis in this new domain. We present the main findings and compare the results of these models, and by examining the challenges of the dataset, we provide different analysis components.
WebWISE: Web Interface Control and Sequential Exploration with Large Language Models
The paper investigates using a Large Language Model (LLM) to automatically perform web software tasks using click, scroll, and text input operations. Previous approaches, such as reinforcement learning (RL) or imitation learning, are inefficient to train and task-specific. Our method uses filtered Document Object Model (DOM) elements as observations and performs tasks step-by-step, sequentially generating small programs based on the current observations. We use in-context learning, either benefiting from a single manually provided example, or an automatically generated example based on a successful zero-shot trial. We evaluate the proposed method on the MiniWob++ benchmark. With only one in-context example, our WebWISE method achieves similar or better performance than other methods that require many demonstrations or trials.
LayoutPrompter: Awaken the Design Ability of Large Language Models
Conditional graphic layout generation, which automatically maps user constraints to high-quality layouts, has attracted widespread attention today. Although recent works have achieved promising performance, the lack of versatility and data efficiency hinders their practical applications. In this work, we propose LayoutPrompter, which leverages large language models (LLMs) to address the above problems through in-context learning. LayoutPrompter is made up of three key components, namely input-output serialization, dynamic exemplar selection and layout ranking. Specifically, the input-output serialization component meticulously designs the input and output formats for each layout generation task. Dynamic exemplar selection is responsible for selecting the most helpful prompting exemplars for a given input. And a layout ranker is used to pick the highest quality layout from multiple outputs of LLMs. We conduct experiments on all existing layout generation tasks using four public datasets. Despite the simplicity of our approach, experimental results show that LayoutPrompter can compete with or even outperform state-of-the-art approaches on these tasks without any model training or fine-tuning. This demonstrates the effectiveness of this versatile and training-free approach. In addition, the ablation studies show that LayoutPrompter is significantly superior to the training-based baseline in a low-data regime, further indicating the data efficiency of LayoutPrompter. Our project is available at https://github.com/microsoft/LayoutGeneration/tree/main/LayoutPrompter.
On Bringing Robots Home
Throughout history, we have successfully integrated various machines into our homes. Dishwashers, laundry machines, stand mixers, and robot vacuums are a few recent examples. However, these machines excel at performing only a single task effectively. The concept of a "generalist machine" in homes - a domestic assistant that can adapt and learn from our needs, all while remaining cost-effective - has long been a goal in robotics that has been steadily pursued for decades. In this work, we initiate a large-scale effort towards this goal by introducing Dobb-E, an affordable yet versatile general-purpose system for learning robotic manipulation within household settings. Dobb-E can learn a new task with only five minutes of a user showing it how to do it, thanks to a demonstration collection tool ("The Stick") we built out of cheap parts and iPhones. We use the Stick to collect 13 hours of data in 22 homes of New York City, and train Home Pretrained Representations (HPR). Then, in a novel home environment, with five minutes of demonstrations and fifteen minutes of adapting the HPR model, we show that Dobb-E can reliably solve the task on the Stretch, a mobile robot readily available on the market. Across roughly 30 days of experimentation in homes of New York City and surrounding areas, we test our system in 10 homes, with a total of 109 tasks in different environments, and finally achieve a success rate of 81%. Beyond success percentages, our experiments reveal a plethora of unique challenges absent or ignored in lab robotics. These range from effects of strong shadows, to variable demonstration quality by non-expert users. With the hope of accelerating research on home robots, and eventually seeing robot butlers in every home, we open-source Dobb-E software stack and models, our data, and our hardware designs at https://dobb-e.com
Follow-Your-Click: Open-domain Regional Image Animation via Short Prompts
Despite recent advances in image-to-video generation, better controllability and local animation are less explored. Most existing image-to-video methods are not locally aware and tend to move the entire scene. However, human artists may need to control the movement of different objects or regions. Additionally, current I2V methods require users not only to describe the target motion but also to provide redundant detailed descriptions of frame contents. These two issues hinder the practical utilization of current I2V tools. In this paper, we propose a practical framework, named Follow-Your-Click, to achieve image animation with a simple user click (for specifying what to move) and a short motion prompt (for specifying how to move). Technically, we propose the first-frame masking strategy, which significantly improves the video generation quality, and a motion-augmented module equipped with a short motion prompt dataset to improve the short prompt following abilities of our model. To further control the motion speed, we propose flow-based motion magnitude control to control the speed of target movement more precisely. Our framework has simpler yet precise user control and better generation performance than previous methods. Extensive experiments compared with 7 baselines, including both commercial tools and research methods on 8 metrics, suggest the superiority of our approach. Project Page: https://follow-your-click.github.io/
ICAL: Continual Learning of Multimodal Agents by Transforming Trajectories into Actionable Insights
Large-scale generative language and vision-language models (LLMs and VLMs) excel in few-shot in-context learning for decision making and instruction following. However, they require high-quality exemplar demonstrations to be included in their context window. In this work, we ask: Can LLMs and VLMs generate their own prompt examples from generic, sub-optimal demonstrations? We propose In-Context Abstraction Learning (ICAL), a method that builds a memory of multimodal experience insights from sub-optimal demonstrations and human feedback. Given a noisy demonstration in a new domain, VLMs abstract the trajectory into a general program by fixing inefficient actions and annotating cognitive abstractions: task relationships, object state changes, temporal subgoals, and task construals. These abstractions are refined and adapted interactively through human feedback while the agent attempts to execute the trajectory in a similar environment. The resulting abstractions, when used as exemplars in the prompt, significantly improve decision-making in retrieval-augmented LLM and VLM agents. Our ICAL agent surpasses the state-of-the-art in dialogue-based instruction following in TEACh, multimodal web agents in VisualWebArena, and action anticipation in Ego4D. In TEACh, we achieve a 12.6% improvement in goal-condition success. In VisualWebArena, our task success rate improves over the SOTA from 14.3% to 22.7%. In Ego4D action forecasting, we improve over few-shot GPT-4V and remain competitive with supervised models. We show finetuning our retrieval-augmented in-context agent yields additional improvements. Our approach significantly reduces reliance on expert-crafted examples and consistently outperforms in-context learning from action plans that lack such insights.
DemoDiffusion: One-Shot Human Imitation using pre-trained Diffusion Policy
We propose DemoDiffusion, a simple and scalable method for enabling robots to perform manipulation tasks in natural environments by imitating a single human demonstration. Our approach is based on two key insights. First, the hand motion in a human demonstration provides a useful prior for the robot's end-effector trajectory, which we can convert into a rough open-loop robot motion trajectory via kinematic retargeting. Second, while this retargeted motion captures the overall structure of the task, it may not align well with plausible robot actions in-context. To address this, we leverage a pre-trained generalist diffusion policy to modify the trajectory, ensuring it both follows the human motion and remains within the distribution of plausible robot actions. Our approach avoids the need for online reinforcement learning or paired human-robot data, enabling robust adaptation to new tasks and scenes with minimal manual effort. Experiments in both simulation and real-world settings show that DemoDiffusion outperforms both the base policy and the retargeted trajectory, enabling the robot to succeed even on tasks where the pre-trained generalist policy fails entirely. Project page: https://demodiffusion.github.io/
SEIHAI: A Sample-efficient Hierarchical AI for the MineRL Competition
The MineRL competition is designed for the development of reinforcement learning and imitation learning algorithms that can efficiently leverage human demonstrations to drastically reduce the number of environment interactions needed to solve the complex ObtainDiamond task with sparse rewards. To address the challenge, in this paper, we present SEIHAI, a Sample-efficient Hierarchical AI, that fully takes advantage of the human demonstrations and the task structure. Specifically, we split the task into several sequentially dependent subtasks, and train a suitable agent for each subtask using reinforcement learning and imitation learning. We further design a scheduler to select different agents for different subtasks automatically. SEIHAI takes the first place in the preliminary and final of the NeurIPS-2020 MineRL competition.
Grounding Task Assistance with Multimodal Cues from a Single Demonstration
A person's demonstration often serves as a key reference for others learning the same task. However, RGB video, the dominant medium for representing these demonstrations, often fails to capture fine-grained contextual cues such as intent, safety-critical environmental factors, and subtle preferences embedded in human behavior. This sensory gap fundamentally limits the ability of Vision Language Models (VLMs) to reason about why actions occur and how they should adapt to individual users. To address this, we introduce MICA (Multimodal Interactive Contextualized Assistance), a framework that improves conversational agents for task assistance by integrating eye gaze and speech cues. MICA segments demonstrations into meaningful sub-tasks and extracts keyframes and captions that capture fine-grained intent and user-specific cues, enabling richer contextual grounding for visual question answering. Evaluations on questions derived from real-time chat-assisted task replication show that multimodal cues significantly improve response quality over frame-based retrieval. Notably, gaze cues alone achieves 93% of speech performance, and their combination yields the highest accuracy. Task type determines the effectiveness of implicit (gaze) vs. explicit (speech) cues, underscoring the need for adaptable multimodal models. These results highlight the limitations of frame-based context and demonstrate the value of multimodal signals for real-world AI task assistance.
Learning Human Skill Generators at Key-Step Levels
We are committed to learning human skill generators at key-step levels. The generation of skills is a challenging endeavor, but its successful implementation could greatly facilitate human skill learning and provide more experience for embodied intelligence. Although current video generation models can synthesis simple and atomic human operations, they struggle with human skills due to their complex procedure process. Human skills involve multi-step, long-duration actions and complex scene transitions, so the existing naive auto-regressive methods for synthesizing long videos cannot generate human skills. To address this, we propose a novel task, the Key-step Skill Generation (KS-Gen), aimed at reducing the complexity of generating human skill videos. Given the initial state and a skill description, the task is to generate video clips of key steps to complete the skill, rather than a full-length video. To support this task, we introduce a carefully curated dataset and define multiple evaluation metrics to assess performance. Considering the complexity of KS-Gen, we propose a new framework for this task. First, a multimodal large language model (MLLM) generates descriptions for key steps using retrieval argument. Subsequently, we use a Key-step Image Generator (KIG) to address the discontinuity between key steps in skill videos. Finally, a video generation model uses these descriptions and key-step images to generate video clips of the key steps with high temporal consistency. We offer a detailed analysis of the results, hoping to provide more insights on human skill generation. All models and data are available at https://github.com/MCG-NJU/KS-Gen.
UI-AGILE: Advancing GUI Agents with Effective Reinforcement Learning and Precise Inference-Time Grounding
The emergence of Multimodal Large Language Models (MLLMs) has driven significant advances in Graphical User Interface (GUI) agent capabilities. Nevertheless, existing GUI agent training and inference techniques still suffer from a dilemma for reasoning designs, ineffective reward, and visual noise. To address these issues, we introduce UI-AGILE, a comprehensive framework enhancing GUI agents at both the training and inference stages. For training, we propose a suite of improvements to the Supervised Fine-Tuning (SFT) process: 1) a Continuous Reward function to incentivize high-precision grounding; 2) a "Simple Thinking" reward to balance planning with speed and grounding accuracy; and 3) a Cropping-based Resampling strategy to mitigate the sparse reward problem and improve learning on complex tasks. For inference, we present Decomposed Grounding with Selection, a novel method that dramatically improves grounding accuracy on high-resolution displays by breaking the image into smaller, manageable parts. Experiments show that UI-AGILE achieves the state-of-the-art performance on two benchmarks ScreenSpot-Pro and ScreenSpot-v2. For instance, using both our proposed training and inference enhancement methods brings 23% grounding accuracy improvement over the best baseline on ScreenSpot-Pro.
On the Effectiveness of Retrieval, Alignment, and Replay in Manipulation
Imitation learning with visual observations is notoriously inefficient when addressed with end-to-end behavioural cloning methods. In this paper, we explore an alternative paradigm which decomposes reasoning into three phases. First, a retrieval phase, which informs the robot what it can do with an object. Second, an alignment phase, which informs the robot where to interact with the object. And third, a replay phase, which informs the robot how to interact with the object. Through a series of real-world experiments on everyday tasks, such as grasping, pouring, and inserting objects, we show that this decomposition brings unprecedented learning efficiency, and effective inter- and intra-class generalisation. Videos are available at https://www.robot-learning.uk/retrieval-alignment-replay.
Skill-Enhanced Reinforcement Learning Acceleration from Demonstrations
Learning from Demonstration (LfD) aims to facilitate rapid Reinforcement Learning (RL) by leveraging expert demonstrations to pre-train the RL agent. However, the limited availability of expert demonstration data often hinders its ability to effectively aid downstream RL learning. To address this problem, we propose a novel two-stage method dubbed as Skill-enhanced Reinforcement Learning Acceleration (SeRLA). SeRLA introduces a skill-level adversarial Positive-Unlabeled (PU) learning model to extract useful skill prior knowledge by enabling learning from both limited expert data and general low-cost demonstration data in the offline prior learning stage. Subsequently, it deploys a skill-based soft actor-critic algorithm to leverage this acquired prior knowledge in the downstream online RL stage for efficient training of a skill policy network. Moreover, we develop a simple skill-level data enhancement technique to further alleviate data sparsity and improve both skill prior learning and downstream skill policy training. Our experimental results on multiple standard RL environments show the proposed SeRLA method achieves state-of-the-art performance on accelerating reinforcement learning on downstream tasks, especially in the early learning phase.
V-Express: Conditional Dropout for Progressive Training of Portrait Video Generation
In the field of portrait video generation, the use of single images to generate portrait videos has become increasingly prevalent. A common approach involves leveraging generative models to enhance adapters for controlled generation. However, control signals (e.g., text, audio, reference image, pose, depth map, etc.) can vary in strength. Among these, weaker conditions often struggle to be effective due to interference from stronger conditions, posing a challenge in balancing these conditions. In our work on portrait video generation, we identified audio signals as particularly weak, often overshadowed by stronger signals such as facial pose and reference image. However, direct training with weak signals often leads to difficulties in convergence. To address this, we propose V-Express, a simple method that balances different control signals through the progressive training and the conditional dropout operation. Our method gradually enables effective control by weak conditions, thereby achieving generation capabilities that simultaneously take into account the facial pose, reference image, and audio. The experimental results demonstrate that our method can effectively generate portrait videos controlled by audio. Furthermore, a potential solution is provided for the simultaneous and effective use of conditions of varying strengths.
ShowUI: One Vision-Language-Action Model for GUI Visual Agent
Building Graphical User Interface (GUI) assistants holds significant promise for enhancing human workflow productivity. While most agents are language-based, relying on closed-source API with text-rich meta-information (e.g., HTML or accessibility tree), they show limitations in perceiving UI visuals as humans do, highlighting the need for GUI visual agents. In this work, we develop a vision-language-action model in digital world, namely ShowUI, which features the following innovations: (i) UI-Guided Visual Token Selection to reduce computational costs by formulating screenshots as an UI connected graph, adaptively identifying their redundant relationship and serve as the criteria for token selection during self-attention blocks; (ii) Interleaved Vision-Language-Action Streaming that flexibly unifies diverse needs within GUI tasks, enabling effective management of visual-action history in navigation or pairing multi-turn query-action sequences per screenshot to enhance training efficiency; (iii) Small-scale High-quality GUI Instruction-following Datasets by careful data curation and employing a resampling strategy to address significant data type imbalances. With above components, ShowUI, a lightweight 2B model using 256K data, achieves a strong 75.1% accuracy in zero-shot screenshot grounding. Its UI-guided token selection further reduces 33% of redundant visual tokens during training and speeds up the performance by 1.4x. Navigation experiments across web Mind2Web, mobile AITW, and online MiniWob environments further underscore the effectiveness and potential of our model in advancing GUI visual agents. The models are available at https://github.com/showlab/ShowUI.
What does CLIP know about peeling a banana?
Humans show an innate capability to identify tools to support specific actions. The association between objects parts and the actions they facilitate is usually named affordance. Being able to segment objects parts depending on the tasks they afford is crucial to enable intelligent robots to use objects of daily living. Traditional supervised learning methods for affordance segmentation require costly pixel-level annotations, while weakly supervised approaches, though less demanding, still rely on object-interaction examples and support a closed set of actions. These limitations hinder scalability, may introduce biases, and usually restrict models to a limited set of predefined actions. This paper proposes AffordanceCLIP, to overcome these limitations by leveraging the implicit affordance knowledge embedded within large pre-trained Vision-Language models like CLIP. We experimentally demonstrate that CLIP, although not explicitly trained for affordances detection, retains valuable information for the task. Our AffordanceCLIP achieves competitive zero-shot performance compared to methods with specialized training, while offering several advantages: i) it works with any action prompt, not just a predefined set; ii) it requires training only a small number of additional parameters compared to existing solutions and iii) eliminates the need for direct supervision on action-object pairs, opening new perspectives for functionality-based reasoning of models.
VideoPhy: Evaluating Physical Commonsense for Video Generation
Recent advances in internet-scale video data pretraining have led to the development of text-to-video generative models that can create high-quality videos across a broad range of visual concepts, synthesize realistic motions and render complex objects. Hence, these generative models have the potential to become general-purpose simulators of the physical world. However, it is unclear how far we are from this goal with the existing text-to-video generative models. To this end, we present VideoPhy, a benchmark designed to assess whether the generated videos follow physical commonsense for real-world activities (e.g. marbles will roll down when placed on a slanted surface). Specifically, we curate diverse prompts that involve interactions between various material types in the physical world (e.g., solid-solid, solid-fluid, fluid-fluid). We then generate videos conditioned on these captions from diverse state-of-the-art text-to-video generative models, including open models (e.g., CogVideoX) and closed models (e.g., Lumiere, Dream Machine). Our human evaluation reveals that the existing models severely lack the ability to generate videos adhering to the given text prompts, while also lack physical commonsense. Specifically, the best performing model, CogVideoX-5B, generates videos that adhere to the caption and physical laws for 39.6% of the instances. VideoPhy thus highlights that the video generative models are far from accurately simulating the physical world. Finally, we propose an auto-evaluator, VideoCon-Physics, to assess the performance reliably for the newly released models.
Out-of-Dynamics Imitation Learning from Multimodal Demonstrations
Existing imitation learning works mainly assume that the demonstrator who collects demonstrations shares the same dynamics as the imitator. However, the assumption limits the usage of imitation learning, especially when collecting demonstrations for the imitator is difficult. In this paper, we study out-of-dynamics imitation learning (OOD-IL), which relaxes the assumption to that the demonstrator and the imitator have the same state spaces but could have different action spaces and dynamics. OOD-IL enables imitation learning to utilize demonstrations from a wide range of demonstrators but introduces a new challenge: some demonstrations cannot be achieved by the imitator due to the different dynamics. Prior works try to filter out such demonstrations by feasibility measurements, but ignore the fact that the demonstrations exhibit a multimodal distribution since the different demonstrators may take different policies in different dynamics. We develop a better transferability measurement to tackle this newly-emerged challenge. We firstly design a novel sequence-based contrastive clustering algorithm to cluster demonstrations from the same mode to avoid the mutual interference of demonstrations from different modes, and then learn the transferability of each demonstration with an adversarial-learning based algorithm in each cluster. Experiment results on several MuJoCo environments, a driving environment, and a simulated robot environment show that the proposed transferability measurement more accurately finds and down-weights non-transferable demonstrations and outperforms prior works on the final imitation learning performance. We show the videos of our experiment results on our website.
The MineRL BASALT Competition on Learning from Human Feedback
The last decade has seen a significant increase of interest in deep learning research, with many public successes that have demonstrated its potential. As such, these systems are now being incorporated into commercial products. With this comes an additional challenge: how can we build AI systems that solve tasks where there is not a crisp, well-defined specification? While multiple solutions have been proposed, in this competition we focus on one in particular: learning from human feedback. Rather than training AI systems using a predefined reward function or using a labeled dataset with a predefined set of categories, we instead train the AI system using a learning signal derived from some form of human feedback, which can evolve over time as the understanding of the task changes, or as the capabilities of the AI system improve. The MineRL BASALT competition aims to spur forward research on this important class of techniques. We design a suite of four tasks in Minecraft for which we expect it will be hard to write down hardcoded reward functions. These tasks are defined by a paragraph of natural language: for example, "create a waterfall and take a scenic picture of it", with additional clarifying details. Participants must train a separate agent for each task, using any method they want. Agents are then evaluated by humans who have read the task description. To help participants get started, we provide a dataset of human demonstrations on each of the four tasks, as well as an imitation learning baseline that leverages these demonstrations. Our hope is that this competition will improve our ability to build AI systems that do what their designers intend them to do, even when the intent cannot be easily formalized. Besides allowing AI to solve more tasks, this can also enable more effective regulation of AI systems, as well as making progress on the value alignment problem.
Selective Contrastive Learning for Weakly Supervised Affordance Grounding
Facilitating an entity's interaction with objects requires accurately identifying parts that afford specific actions. Weakly supervised affordance grounding (WSAG) seeks to imitate human learning from third-person demonstrations, where humans intuitively grasp functional parts without needing pixel-level annotations. To achieve this, grounding is typically learned using a shared classifier across images from different perspectives, along with distillation strategies incorporating part discovery process. However, since affordance-relevant parts are not always easily distinguishable, models primarily rely on classification, often focusing on common class-specific patterns that are unrelated to affordance. To address this limitation, we move beyond isolated part-level learning by introducing selective prototypical and pixel contrastive objectives that adaptively learn affordance-relevant cues at both the part and object levels, depending on the granularity of the available information. Initially, we find the action-associated objects in both egocentric (object-focused) and exocentric (third-person example) images by leveraging CLIP. Then, by cross-referencing the discovered objects of complementary views, we excavate the precise part-level affordance clues in each perspective. By consistently learning to distinguish affordance-relevant regions from affordance-irrelevant background context, our approach effectively shifts activation from irrelevant areas toward meaningful affordance cues. Experimental results demonstrate the effectiveness of our method. Codes are available at github.com/hynnsk/SelectiveCL.
Orca 2: Teaching Small Language Models How to Reason
Orca 1 learns from rich signals, such as explanation traces, allowing it to outperform conventional instruction-tuned models on benchmarks like BigBench Hard and AGIEval. In Orca 2, we continue exploring how improved training signals can enhance smaller LMs' reasoning abilities. Research on training small LMs has often relied on imitation learning to replicate the output of more capable models. We contend that excessive emphasis on imitation may restrict the potential of smaller models. We seek to teach small LMs to employ different solution strategies for different tasks, potentially different from the one used by the larger model. For example, while larger models might provide a direct answer to a complex task, smaller models may not have the same capacity. In Orca 2, we teach the model various reasoning techniques (step-by-step, recall then generate, recall-reason-generate, direct answer, etc.). More crucially, we aim to help the model learn to determine the most effective solution strategy for each task. We evaluate Orca 2 using a comprehensive set of 15 diverse benchmarks (corresponding to approximately 100 tasks and over 36,000 unique prompts). Orca 2 significantly surpasses models of similar size and attains performance levels similar or better to those of models 5-10x larger, as assessed on complex tasks that test advanced reasoning abilities in zero-shot settings. We open-source Orca 2 to encourage further research on the development, evaluation, and alignment of smaller LMs.
DynaPrompt: Dynamic Test-Time Prompt Tuning
Test-time prompt tuning enhances zero-shot generalization of vision-language models but tends to ignore the relatedness among test samples during inference. Online test-time prompt tuning provides a simple way to leverage the information in previous test samples, albeit with the risk of prompt collapse due to error accumulation. To enhance test-time prompt tuning, we propose DynaPrompt, short for dynamic test-time prompt tuning, exploiting relevant data distribution information while reducing error accumulation. Built on an online prompt buffer, DynaPrompt adaptively selects and optimizes the relevant prompts for each test sample during tuning. Specifically, we introduce a dynamic prompt selection strategy based on two metrics: prediction entropy and probability difference. For unseen test data information, we develop dynamic prompt appending, which allows the buffer to append new prompts and delete the inactive ones. By doing so, the prompts are optimized to exploit beneficial information on specific test data, while alleviating error accumulation. Experiments on fourteen datasets demonstrate the effectiveness of dynamic test-time prompt tuning.
Dexterous Teleoperation of 20-DoF ByteDexter Hand via Human Motion Retargeting
Replicating human--level dexterity remains a fundamental robotics challenge, requiring integrated solutions from mechatronic design to the control of high degree--of--freedom (DoF) robotic hands. While imitation learning shows promise in transferring human dexterity to robots, the efficacy of trained policies relies on the quality of human demonstration data. We bridge this gap with a hand--arm teleoperation system featuring: (1) a 20--DoF linkage--driven anthropomorphic robotic hand for biomimetic dexterity, and (2) an optimization--based motion retargeting for real--time, high--fidelity reproduction of intricate human hand motions and seamless hand--arm coordination. We validate the system via extensive empirical evaluations, including dexterous in-hand manipulation tasks and a long--horizon task requiring the organization of a cluttered makeup table randomly populated with nine objects. Experimental results demonstrate its intuitive teleoperation interface with real--time control and the ability to generate high--quality demonstration data. Please refer to the accompanying video for further details.
Bottom-Up Skill Discovery from Unsegmented Demonstrations for Long-Horizon Robot Manipulation
We tackle real-world long-horizon robot manipulation tasks through skill discovery. We present a bottom-up approach to learning a library of reusable skills from unsegmented demonstrations and use these skills to synthesize prolonged robot behaviors. Our method starts with constructing a hierarchical task structure from each demonstration through agglomerative clustering. From the task structures of multi-task demonstrations, we identify skills based on the recurring patterns and train goal-conditioned sensorimotor policies with hierarchical imitation learning. Finally, we train a meta controller to compose these skills to solve long-horizon manipulation tasks. The entire model can be trained on a small set of human demonstrations collected within 30 minutes without further annotations, making it amendable to real-world deployment. We systematically evaluated our method in simulation environments and on a real robot. Our method has shown superior performance over state-of-the-art imitation learning methods in multi-stage manipulation tasks. Furthermore, skills discovered from multi-task demonstrations boost the average task success by 8% compared to those discovered from individual tasks.
InteractiveVideo: User-Centric Controllable Video Generation with Synergistic Multimodal Instructions
We introduce InteractiveVideo, a user-centric framework for video generation. Different from traditional generative approaches that operate based on user-provided images or text, our framework is designed for dynamic interaction, allowing users to instruct the generative model through various intuitive mechanisms during the whole generation process, e.g. text and image prompts, painting, drag-and-drop, etc. We propose a Synergistic Multimodal Instruction mechanism, designed to seamlessly integrate users' multimodal instructions into generative models, thus facilitating a cooperative and responsive interaction between user inputs and the generative process. This approach enables iterative and fine-grained refinement of the generation result through precise and effective user instructions. With InteractiveVideo, users are given the flexibility to meticulously tailor key aspects of a video. They can paint the reference image, edit semantics, and adjust video motions until their requirements are fully met. Code, models, and demo are available at https://github.com/invictus717/InteractiveVideo
Learning Robot Manipulation from Cross-Morphology Demonstration
Some Learning from Demonstrations (LfD) methods handle small mismatches in the action spaces of the teacher and student. Here we address the case where the teacher's morphology is substantially different from that of the student. Our framework, Morphological Adaptation in Imitation Learning (MAIL), bridges this gap allowing us to train an agent from demonstrations by other agents with significantly different morphologies. MAIL learns from suboptimal demonstrations, so long as they provide some guidance towards a desired solution. We demonstrate MAIL on manipulation tasks with rigid and deformable objects including 3D cloth manipulation interacting with rigid obstacles. We train a visual control policy for a robot with one end-effector using demonstrations from a simulated agent with two end-effectors. MAIL shows up to 24% improvement in a normalized performance metric over LfD and non-LfD baselines. It is deployed to a real Franka Panda robot, handles multiple variations in properties for objects (size, rotation, translation), and cloth-specific properties (color, thickness, size, material). An overview is on https://uscresl.github.io/mail .
RT-Sketch: Goal-Conditioned Imitation Learning from Hand-Drawn Sketches
Natural language and images are commonly used as goal representations in goal-conditioned imitation learning (IL). However, natural language can be ambiguous and images can be over-specified. In this work, we propose hand-drawn sketches as a modality for goal specification in visual imitation learning. Sketches are easy for users to provide on the fly like language, but similar to images they can also help a downstream policy to be spatially-aware and even go beyond images to disambiguate task-relevant from task-irrelevant objects. We present RT-Sketch, a goal-conditioned policy for manipulation that takes a hand-drawn sketch of the desired scene as input, and outputs actions. We train RT-Sketch on a dataset of paired trajectories and corresponding synthetically generated goal sketches. We evaluate this approach on six manipulation skills involving tabletop object rearrangements on an articulated countertop. Experimentally we find that RT-Sketch is able to perform on a similar level to image or language-conditioned agents in straightforward settings, while achieving greater robustness when language goals are ambiguous or visual distractors are present. Additionally, we show that RT-Sketch has the capacity to interpret and act upon sketches with varied levels of specificity, ranging from minimal line drawings to detailed, colored drawings. For supplementary material and videos, please refer to our website: http://rt-sketch.github.io.
RAGME: Retrieval Augmented Video Generation for Enhanced Motion Realism
Video generation is experiencing rapid growth, driven by advances in diffusion models and the development of better and larger datasets. However, producing high-quality videos remains challenging due to the high-dimensional data and the complexity of the task. Recent efforts have primarily focused on enhancing visual quality and addressing temporal inconsistencies, such as flickering. Despite progress in these areas, the generated videos often fall short in terms of motion complexity and physical plausibility, with many outputs either appearing static or exhibiting unrealistic motion. In this work, we propose a framework to improve the realism of motion in generated videos, exploring a complementary direction to much of the existing literature. Specifically, we advocate for the incorporation of a retrieval mechanism during the generation phase. The retrieved videos act as grounding signals, providing the model with demonstrations of how the objects move. Our pipeline is designed to apply to any text-to-video diffusion model, conditioning a pretrained model on the retrieved samples with minimal fine-tuning. We demonstrate the superiority of our approach through established metrics, recently proposed benchmarks, and qualitative results, and we highlight additional applications of the framework.
Chain of Thought Imitation with Procedure Cloning
Imitation learning aims to extract high-performance policies from logged demonstrations of expert behavior. It is common to frame imitation learning as a supervised learning problem in which one fits a function approximator to the input-output mapping exhibited by the logged demonstrations (input observations to output actions). While the framing of imitation learning as a supervised input-output learning problem allows for applicability in a wide variety of settings, it is also an overly simplistic view of the problem in situations where the expert demonstrations provide much richer insight into expert behavior. For example, applications such as path navigation, robot manipulation, and strategy games acquire expert demonstrations via planning, search, or some other multi-step algorithm, revealing not just the output action to be imitated but also the procedure for how to determine this action. While these intermediate computations may use tools not available to the agent during inference (e.g., environment simulators), they are nevertheless informative as a way to explain an expert's mapping of state to actions. To properly leverage expert procedure information without relying on the privileged tools the expert may have used to perform the procedure, we propose procedure cloning, which applies supervised sequence prediction to imitate the series of expert computations. This way, procedure cloning learns not only what to do (i.e., the output action), but how and why to do it (i.e., the procedure). Through empirical analysis on navigation, simulated robotic manipulation, and game-playing environments, we show that imitating the intermediate computations of an expert's behavior enables procedure cloning to learn policies exhibiting significant generalization to unseen environment configurations, including those configurations for which running the expert's procedure directly is infeasible.
PresentAgent: Multimodal Agent for Presentation Video Generation
We present PresentAgent, a multimodal agent that transforms long-form documents into narrated presentation videos. While existing approaches are limited to generating static slides or text summaries, our method advances beyond these limitations by producing fully synchronized visual and spoken content that closely mimics human-style presentations. To achieve this integration, PresentAgent employs a modular pipeline that systematically segments the input document, plans and renders slide-style visual frames, generates contextual spoken narration with large language models and Text-to-Speech models, and seamlessly composes the final video with precise audio-visual alignment. Given the complexity of evaluating such multimodal outputs, we introduce PresentEval, a unified assessment framework powered by Vision-Language Models that comprehensively scores videos across three critical dimensions: content fidelity, visual clarity, and audience comprehension through prompt-based evaluation. Our experimental validation on a curated dataset of 30 document-presentation pairs demonstrates that PresentAgent approaches human-level quality across all evaluation metrics. These results highlight the significant potential of controllable multimodal agents in transforming static textual materials into dynamic, effective, and accessible presentation formats. Code will be available at https://github.com/AIGeeksGroup/PresentAgent.
Say It All: Feedback for Improving Non-Visual Presentation Accessibility
Presenters commonly use slides as visual aids for informative talks. When presenters fail to verbally describe the content on their slides, blind and visually impaired audience members lose access to necessary content, making the presentation difficult to follow. Our analysis of 90 presentation videos revealed that 72% of 610 visual elements (e.g., images, text) were insufficiently described. To help presenters create accessible presentations, we introduce Presentation A11y, a system that provides real-time and post-presentation accessibility feedback. Our system analyzes visual elements on the slide and the transcript of the verbal presentation to provide element-level feedback on what visual content needs to be further described or even removed. Presenters using our system with their own slide-based presentations described more of the content on their slides, and identified 3.26 times more accessibility problems to fix after the talk than when using a traditional slide-based presentation interface. Integrating accessibility feedback into content creation tools will improve the accessibility of informational content for all.
GTA1: GUI Test-time Scaling Agent
Graphical user interface (GUI) agents autonomously operate across platforms (e.g., Linux) to complete tasks by interacting with visual elements. Specifically, a user instruction is decomposed into a sequence of action proposals, each corresponding to an interaction with the GUI. After each action, the agent observes the updated GUI environment to plan the next step. However, two main challenges arise: i) resolving ambiguity in task planning (i.e., the action proposal sequence), where selecting an appropriate plan is non-trivial, as many valid ones may exist; ii) accurately grounding actions in complex and high-resolution interfaces, i.e., precisely interacting with visual targets. This paper investigates the two aforementioned challenges with our GUI Test-time Scaling Agent, namely GTA1. First, to select the most appropriate action proposal, we introduce a test-time scaling method. At each step, we sample multiple candidate action proposals and leverage a judge model to evaluate and select the most suitable one. It trades off computation for better decision quality by concurrent sampling, shortening task execution steps, and improving overall performance. Second, we propose a model that achieves improved accuracy when grounding the selected action proposal to its corresponding visual elements. Our key insight is that reinforcement learning (RL) facilitates visual grounding through inherent objective alignments, rewarding successful clicks on interface elements. Experimentally, our method establishes state-of-the-art performance across diverse benchmarks. For example, GTA1-7B achieves 50.1%, 92.4%, and 67.7% accuracies on Screenspot-Pro, Screenspot-V2, and OSWorld-G, respectively. When paired with a planner applying our test-time scaling strategy, it exhibits state-of-the-art agentic performance (e.g., 45.2% task success rate on OSWorld). We open-source our code and models here.
MimicGen: A Data Generation System for Scalable Robot Learning using Human Demonstrations
Imitation learning from a large set of human demonstrations has proved to be an effective paradigm for building capable robot agents. However, the demonstrations can be extremely costly and time-consuming to collect. We introduce MimicGen, a system for automatically synthesizing large-scale, rich datasets from only a small number of human demonstrations by adapting them to new contexts. We use MimicGen to generate over 50K demonstrations across 18 tasks with diverse scene configurations, object instances, and robot arms from just ~200 human demonstrations. We show that robot agents can be effectively trained on this generated dataset by imitation learning to achieve strong performance in long-horizon and high-precision tasks, such as multi-part assembly and coffee preparation, across broad initial state distributions. We further demonstrate that the effectiveness and utility of MimicGen data compare favorably to collecting additional human demonstrations, making it a powerful and economical approach towards scaling up robot learning. Datasets, simulation environments, videos, and more at https://mimicgen.github.io .
ConsPrompt: Easily Exploiting Contrastive Samples for Few-shot Prompt Learning
Prompt learning recently become an effective linguistic tool to motivate the PLMs' knowledge on few-shot-setting tasks. However, studies have shown the lack of robustness still exists in prompt learning, since suitable initialization of continuous prompt and expert-first manual prompt are essential in fine-tuning process. What is more, human also utilize their comparative ability to motivate their existing knowledge for distinguishing different examples. Motivated by this, we explore how to use contrastive samples to strengthen prompt learning. In detail, we first propose our model ConsPrompt combining with prompt encoding network, contrastive sampling module, and contrastive scoring module. Subsequently, two sampling strategies, similarity-based and label-based strategies, are introduced to realize differential contrastive learning. The effectiveness of proposed ConsPrompt is demonstrated in five different few-shot learning tasks and shown the similarity-based sampling strategy is more effective than label-based in combining contrastive learning. Our results also exhibits the state-of-the-art performance and robustness in different few-shot settings, which proves that the ConsPrompt could be assumed as a better knowledge probe to motivate PLMs.
Green Screen Augmentation Enables Scene Generalisation in Robotic Manipulation
Generalising vision-based manipulation policies to novel environments remains a challenging area with limited exploration. Current practices involve collecting data in one location, training imitation learning or reinforcement learning policies with this data, and deploying the policy in the same location. However, this approach lacks scalability as it necessitates data collection in multiple locations for each task. This paper proposes a novel approach where data is collected in a location predominantly featuring green screens. We introduce Green-screen Augmentation (GreenAug), employing a chroma key algorithm to overlay background textures onto a green screen. Through extensive real-world empirical studies with over 850 training demonstrations and 8.2k evaluation episodes, we demonstrate that GreenAug surpasses no augmentation, standard computer vision augmentation, and prior generative augmentation methods in performance. While no algorithmic novelties are claimed, our paper advocates for a fundamental shift in data collection practices. We propose that real-world demonstrations in future research should utilise green screens, followed by the application of GreenAug. We believe GreenAug unlocks policy generalisation to visually distinct novel locations, addressing the current scene generalisation limitations in robot learning.
Toward Verifiable and Reproducible Human Evaluation for Text-to-Image Generation
Human evaluation is critical for validating the performance of text-to-image generative models, as this highly cognitive process requires deep comprehension of text and images. However, our survey of 37 recent papers reveals that many works rely solely on automatic measures (e.g., FID) or perform poorly described human evaluations that are not reliable or repeatable. This paper proposes a standardized and well-defined human evaluation protocol to facilitate verifiable and reproducible human evaluation in future works. In our pilot data collection, we experimentally show that the current automatic measures are incompatible with human perception in evaluating the performance of the text-to-image generation results. Furthermore, we provide insights for designing human evaluation experiments reliably and conclusively. Finally, we make several resources publicly available to the community to facilitate easy and fast implementations.
When Life Gives You Samples: The Benefits of Scaling up Inference Compute for Multilingual LLMs
Recent advancements in large language models (LLMs) have shifted focus toward scaling inference-time compute, improving performance without retraining the model. A common approach is to sample multiple outputs in parallel, and select one of these as the final output. However, work to date has focused on English and a handful of domains such as math and code. In contrast, we are most interested in techniques that generalize across open-ended tasks, formally verifiable tasks, and across languages. In this work, we study how to robustly scale inference-time compute for open-ended generative tasks in a multilingual, multi-task setting. Our findings show that both sampling strategy based on temperature variation and selection strategy must be adapted to account for diverse domains and varied language settings. We evaluate existing selection methods, revealing that strategies effective in English often fail to generalize across languages. We propose novel sampling and selection strategies specifically adapted for multilingual and multi-task inference scenarios, and show they yield notable gains across languages and tasks. In particular, our combined sampling and selection methods lead to an average +6.8 jump in win-rates for our 8B models on m-ArenaHard-v2.0 prompts, against proprietary models such as Gemini. At larger scale, Command-A (111B model) equipped with our methods, shows +9.0 improvement in win-rates on the same benchmark with just five samples against single-sample decoding, a substantial increase at minimal cost. Our results underscore the need for language- and task-aware approaches to inference-time compute, aiming to democratize performance improvements in underrepresented languages.
Sightation Counts: Leveraging Sighted User Feedback in Building a BLV-aligned Dataset of Diagram Descriptions
Often, the needs and visual abilities differ between the annotator group and the end user group. Generating detailed diagram descriptions for blind and low-vision (BLV) users is one such challenging domain. Sighted annotators could describe visuals with ease, but existing studies have shown that direct generations by them are costly, bias-prone, and somewhat lacking by BLV standards. In this study, we ask sighted individuals to assess -- rather than produce -- diagram descriptions generated by vision-language models (VLM) that have been guided with latent supervision via a multi-pass inference. The sighted assessments prove effective and useful to professional educators who are themselves BLV and teach visually impaired learners. We release Sightation, a collection of diagram description datasets spanning 5k diagrams and 137k samples for completion, preference, retrieval, question answering, and reasoning training purposes and demonstrate their fine-tuning potential in various downstream tasks.
ToonComposer: Streamlining Cartoon Production with Generative Post-Keyframing
Traditional cartoon and anime production involves keyframing, inbetweening, and colorization stages, which require intensive manual effort. Despite recent advances in AI, existing methods often handle these stages separately, leading to error accumulation and artifacts. For instance, inbetweening approaches struggle with large motions, while colorization methods require dense per-frame sketches. To address this, we introduce ToonComposer, a generative model that unifies inbetweening and colorization into a single post-keyframing stage. ToonComposer employs a sparse sketch injection mechanism to provide precise control using keyframe sketches. Additionally, it uses a cartoon adaptation method with the spatial low-rank adapter to tailor a modern video foundation model to the cartoon domain while keeping its temporal prior intact. Requiring as few as a single sketch and a colored reference frame, ToonComposer excels with sparse inputs, while also supporting multiple sketches at any temporal location for more precise motion control. This dual capability reduces manual workload and improves flexibility, empowering artists in real-world scenarios. To evaluate our model, we further created PKBench, a benchmark featuring human-drawn sketches that simulate real-world use cases. Our evaluation demonstrates that ToonComposer outperforms existing methods in visual quality, motion consistency, and production efficiency, offering a superior and more flexible solution for AI-assisted cartoon production.
Are Human-generated Demonstrations Necessary for In-context Learning?
Despite the promising few-shot ability of large language models (LLMs), the standard paradigm of In-context Learning (ICL) suffers the disadvantages of susceptibility to selected demonstrations and the intricacy to generate these demonstrations. In this paper, we raise the fundamental question that whether human-generated demonstrations are necessary for ICL. To answer this question, we propose self-contemplation prompting strategy (SEC), a paradigm free from human-crafted demonstrations. The key point of SEC is that, instead of using hand-crafted examples as demonstrations in ICL, SEC asks LLMs to first create demonstrations on their own, based on which the final output is generated. SEC is a flexible framework and can be adapted to both the vanilla ICL and the chain-of-thought (CoT), but with greater ease: as the manual-generation process of both examples and rationale can be saved. Extensive experiments in arithmetic reasoning, commonsense reasoning, multi-task language understanding, and code generation benchmarks, show that SEC, which does not require hand-crafted demonstrations, significantly outperforms the zero-shot learning strategy, and achieves comparable results to ICL with hand-crafted demonstrations. This demonstrates that, for many tasks, contemporary LLMs possess a sufficient level of competence to exclusively depend on their own capacity for decision making, removing the need for external training data. Code is available at https://github.com/ruili33/SEC.
Response: Emergent analogical reasoning in large language models
In their recent Nature Human Behaviour paper, "Emergent analogical reasoning in large language models," (Webb, Holyoak, and Lu, 2023) the authors argue that "large language models such as GPT-3 have acquired an emergent ability to find zero-shot solutions to a broad range of analogy problems." In this response, we provide counterexamples of the letter string analogies. In our tests, GPT-3 fails to solve even the easiest variants of the problems presented in the original paper. Zero-shot reasoning is an extraordinary claim that requires extraordinary evidence. We do not see that evidence in our experiments. To strengthen claims of humanlike reasoning such as zero-shot reasoning, it is important that the field develop approaches that rule out data memorization.
SmartControl: Enhancing ControlNet for Handling Rough Visual Conditions
Human visual imagination usually begins with analogies or rough sketches. For example, given an image with a girl playing guitar before a building, one may analogously imagine how it seems like if Iron Man playing guitar before Pyramid in Egypt. Nonetheless, visual condition may not be precisely aligned with the imaginary result indicated by text prompt, and existing layout-controllable text-to-image (T2I) generation models is prone to producing degraded generated results with obvious artifacts. To address this issue, we present a novel T2I generation method dubbed SmartControl, which is designed to modify the rough visual conditions for adapting to text prompt. The key idea of our SmartControl is to relax the visual condition on the areas that are conflicted with text prompts. In specific, a Control Scale Predictor (CSP) is designed to identify the conflict regions and predict the local control scales, while a dataset with text prompts and rough visual conditions is constructed for training CSP. It is worth noting that, even with a limited number (e.g., 1,000~2,000) of training samples, our SmartControl can generalize well to unseen objects. Extensive experiments on four typical visual condition types clearly show the efficacy of our SmartControl against state-of-the-arts. Source code, pre-trained models, and datasets are available at https://github.com/liuxiaoyu1104/SmartControl.
Learning by Watching: A Review of Video-based Learning Approaches for Robot Manipulation
Robot learning of manipulation skills is hindered by the scarcity of diverse, unbiased datasets. While curated datasets can help, challenges remain in generalizability and real-world transfer. Meanwhile, large-scale "in-the-wild" video datasets have driven progress in computer vision through self-supervised techniques. Translating this to robotics, recent works have explored learning manipulation skills by passively watching abundant videos sourced online. Showing promising results, such video-based learning paradigms provide scalable supervision while reducing dataset bias. This survey reviews foundations such as video feature representation learning techniques, object affordance understanding, 3D hand/body modeling, and large-scale robot resources, as well as emerging techniques for acquiring robot manipulation skills from uncontrolled video demonstrations. We discuss how learning only from observing large-scale human videos can enhance generalization and sample efficiency for robotic manipulation. The survey summarizes video-based learning approaches, analyses their benefits over standard datasets, survey metrics, and benchmarks, and discusses open challenges and future directions in this nascent domain at the intersection of computer vision, natural language processing, and robot learning.
Towards Reliable Evaluation of Behavior Steering Interventions in LLMs
Representation engineering methods have recently shown promise for enabling efficient steering of model behavior. However, evaluation pipelines for these methods have primarily relied on subjective demonstrations, instead of quantitative, objective metrics. We aim to take a step towards addressing this issue by advocating for four properties missing from current evaluations: (i) contexts sufficiently similar to downstream tasks should be used for assessing intervention quality; (ii) model likelihoods should be accounted for; (iii) evaluations should allow for standardized comparisons across different target behaviors; and (iv) baseline comparisons should be offered. We introduce an evaluation pipeline grounded in these criteria, offering both a quantitative and visual analysis of how effectively a given method works. We use this pipeline to evaluate two representation engineering methods on how effectively they can steer behaviors such as truthfulness and corrigibility, finding that some interventions are less effective than previously reported.
MotiF: Making Text Count in Image Animation with Motion Focal Loss
Text-Image-to-Video (TI2V) generation aims to generate a video from an image following a text description, which is also referred to as text-guided image animation. Most existing methods struggle to generate videos that align well with the text prompts, particularly when motion is specified. To overcome this limitation, we introduce MotiF, a simple yet effective approach that directs the model's learning to the regions with more motion, thereby improving the text alignment and motion generation. We use optical flow to generate a motion heatmap and weight the loss according to the intensity of the motion. This modified objective leads to noticeable improvements and complements existing methods that utilize motion priors as model inputs. Additionally, due to the lack of a diverse benchmark for evaluating TI2V generation, we propose TI2V Bench, a dataset consists of 320 image-text pairs for robust evaluation. We present a human evaluation protocol that asks the annotators to select an overall preference between two videos followed by their justifications. Through a comprehensive evaluation on TI2V Bench, MotiF outperforms nine open-sourced models, achieving an average preference of 72%. The TI2V Bench is released in https://wang-sj16.github.io/motif/.
VisIT-Bench: A Benchmark for Vision-Language Instruction Following Inspired by Real-World Use
We introduce VisIT-Bench (Visual InsTruction Benchmark), a benchmark for evaluation of instruction-following vision-language models for real-world use. Our starting point is curating 70 'instruction families' that we envision instruction tuned vision-language models should be able to address. Extending beyond evaluations like VQAv2 and COCO, tasks range from basic recognition to game playing and creative generation. Following curation, our dataset comprises 592 test queries, each with a human-authored instruction-conditioned caption. These descriptions surface instruction-specific factors, e.g., for an instruction asking about the accessibility of a storefront for wheelchair users, the instruction-conditioned caption describes ramps/potential obstacles. These descriptions enable 1) collecting human-verified reference outputs for each instance; and 2) automatic evaluation of candidate multimodal generations using a text-only LLM, aligning with human judgment. We quantify quality gaps between models and references using both human and automatic evaluations; e.g., the top-performing instruction-following model wins against the GPT-4 reference in just 27% of the comparison. VisIT-Bench is dynamic to participate, practitioners simply submit their model's response on the project website; Data, code and leaderboard is available at visit-bench.github.io.
Language-Conditioned Imitation Learning for Robot Manipulation Tasks
Imitation learning is a popular approach for teaching motor skills to robots. However, most approaches focus on extracting policy parameters from execution traces alone (i.e., motion trajectories and perceptual data). No adequate communication channel exists between the human expert and the robot to describe critical aspects of the task, such as the properties of the target object or the intended shape of the motion. Motivated by insights into the human teaching process, we introduce a method for incorporating unstructured natural language into imitation learning. At training time, the expert can provide demonstrations along with verbal descriptions in order to describe the underlying intent (e.g., "go to the large green bowl"). The training process then interrelates these two modalities to encode the correlations between language, perception, and motion. The resulting language-conditioned visuomotor policies can be conditioned at runtime on new human commands and instructions, which allows for more fine-grained control over the trained policies while also reducing situational ambiguity. We demonstrate in a set of simulation experiments how our approach can learn language-conditioned manipulation policies for a seven-degree-of-freedom robot arm and compare the results to a variety of alternative methods.
BiGym: A Demo-Driven Mobile Bi-Manual Manipulation Benchmark
We introduce BiGym, a new benchmark and learning environment for mobile bi-manual demo-driven robotic manipulation. BiGym features 40 diverse tasks set in home environments, ranging from simple target reaching to complex kitchen cleaning. To capture the real-world performance accurately, we provide human-collected demonstrations for each task, reflecting the diverse modalities found in real-world robot trajectories. BiGym supports a variety of observations, including proprioceptive data and visual inputs such as RGB, and depth from 3 camera views. To validate the usability of BiGym, we thoroughly benchmark the state-of-the-art imitation learning algorithms and demo-driven reinforcement learning algorithms within the environment and discuss the future opportunities.
UniRL: Self-Improving Unified Multimodal Models via Supervised and Reinforcement Learning
Unified multimodal large language models such as Show-o and Janus have achieved strong performance across both generation and understanding tasks. However, these models typically rely on large-scale datasets and require substantial computation during the pretraining stage. In addition, several post-training methods have been proposed, but they often depend on external data or are limited to task-specific customization. In this work, we introduce UniRL, a self-improving post-training approach. Our approach enables the model to generate images from prompts and use them as training data in each iteration, without relying on any external image data. Moreover, it enables the two tasks to enhance each other: the generated images are used for understanding, and the understanding results are used to supervise generation. We explore supervised fine-tuning (SFT) and Group Relative Policy Optimization (GRPO) to optimize the models. UniRL offers three key advantages: (1) it requires no external image data, as all training samples are generated by the model itself during training; (2) it not only improves individual task performance, but also reduces the imbalance between generation and understanding; and (3) it requires only several additional training steps during the post-training stage. We evaluate UniRL on top of Show-o and Janus, achieving a GenEval score of 0.77 for Show-o and 0.65 for Janus. Code and models will be released in https://github.com/showlab/UniRL.
Goal-conditioned Imitation Learning
Designing rewards for Reinforcement Learning (RL) is challenging because it needs to convey the desired task, be efficient to optimize, and be easy to compute. The latter is particularly problematic when applying RL to robotics, where detecting whether the desired configuration is reached might require considerable supervision and instrumentation. Furthermore, we are often interested in being able to reach a wide range of configurations, hence setting up a different reward every time might be unpractical. Methods like Hindsight Experience Replay (HER) have recently shown promise to learn policies able to reach many goals, without the need of a reward. Unfortunately, without tricks like resetting to points along the trajectory, HER might require many samples to discover how to reach certain areas of the state-space. In this work we investigate different approaches to incorporate demonstrations to drastically speed up the convergence to a policy able to reach any goal, also surpassing the performance of an agent trained with other Imitation Learning algorithms. Furthermore, we show our method can also be used when the available expert trajectories do not contain the actions, which can leverage kinesthetic or third person demonstration. The code is available at https://sites.google.com/view/goalconditioned-il/.
Generating Pragmatic Examples to Train Neural Program Synthesizers
Programming-by-example is the task of synthesizing a program that is consistent with a set of user-provided input-output examples. As examples are often an under-specification of one's intent, a good synthesizer must choose the intended program from the many that are consistent with the given set of examples. Prior work frames program synthesis as a cooperative game between a listener (that synthesizes programs) and a speaker (a user choosing examples), and shows that models of computational pragmatic inference are effective in choosing the user intended programs. However, these models require counterfactual reasoning over a large set of programs and examples, which is infeasible in realistic program spaces. In this paper, we propose a novel way to amortize this search with neural networks. We sample pairs of programs and examples via self-play between listener and speaker models, and use pragmatic inference to choose informative training examples from this sample.We then use the informative dataset to train models to improve the synthesizer's ability to disambiguate user-provided examples without human supervision. We validate our method on the challenging task of synthesizing regular expressions from example strings, and find that our method (1) outperforms models trained without choosing pragmatic examples by 23% (a 51% relative increase) (2) matches the performance of supervised learning on a dataset of pragmatic examples provided by humans, despite using no human data in training.
PICLe: Pseudo-Annotations for In-Context Learning in Low-Resource Named Entity Detection
In-context learning (ICL) enables Large Language Models (LLMs) to perform tasks using few demonstrations, facilitating task adaptation when labeled examples are hard to obtain. However, ICL is sensitive to the choice of demonstrations, and it remains unclear which demonstration attributes enable in-context generalization. In this work, we conduct a perturbation study of in-context demonstrations for low-resource Named Entity Detection (NED). Our surprising finding is that in-context demonstrations with partially correct annotated entity mentions can be as effective for task transfer as fully correct demonstrations. Based off our findings, we propose Pseudo-annotated In-Context Learning (PICLe), a framework for in-context learning with noisy, pseudo-annotated demonstrations. PICLe leverages LLMs to annotate many demonstrations in a zero-shot first pass. We then cluster these synthetic demonstrations, sample specific sets of in-context demonstrations from each cluster, and predict entity mentions using each set independently. Finally, we use self-verification to select the final set of entity mentions. We evaluate PICLe on five biomedical NED datasets and show that, with zero human annotation, PICLe outperforms ICL in low-resource settings where limited gold examples can be used as in-context demonstrations.
A Careful Examination of Large Behavior Models for Multitask Dexterous Manipulation
Robot manipulation has seen tremendous progress in recent years, with imitation learning policies enabling successful performance of dexterous and hard-to-model tasks. Concurrently, scaling data and model size has led to the development of capable language and vision foundation models, motivating large-scale efforts to create general-purpose robot foundation models. While these models have garnered significant enthusiasm and investment, meaningful evaluation of real-world performance remains a challenge, limiting both the pace of development and inhibiting a nuanced understanding of current capabilities. In this paper, we rigorously evaluate multitask robot manipulation policies, referred to as Large Behavior Models (LBMs), by extending the Diffusion Policy paradigm across a corpus of simulated and real-world robot data. We propose and validate an evaluation pipeline to rigorously analyze the capabilities of these models with statistical confidence. We compare against single-task baselines through blind, randomized trials in a controlled setting, using both simulation and real-world experiments. We find that multi-task pretraining makes the policies more successful and robust, and enables teaching complex new tasks more quickly, using a fraction of the data when compared to single-task baselines. Moreover, performance predictably increases as pretraining scale and diversity grows. Project page: https://toyotaresearchinstitute.github.io/lbm1/
Multiple Choice Questions: Reasoning Makes Large Language Models (LLMs) More Self-Confident Even When They Are Wrong
One of the most widely used methods to evaluate LLMs are Multiple Choice Question (MCQ) tests. MCQ benchmarks enable the testing of LLM knowledge on almost any topic at scale as the results can be processed automatically. To help the LLM answer, a few examples called few shots can be included in the prompt. Moreover, the LLM can be asked to answer the question directly with the selected option or to first provide the reasoning and then the selected answer, which is known as chain of thought. In addition to checking whether the selected answer is correct, the evaluation can look at the LLM-estimated probability of its response as an indication of the confidence of the LLM in the response. In this paper, we study how the LLM confidence in its answer depends on whether the model has been asked to answer directly or to provide the reasoning before answering. The results of the evaluation of questions on a wide range of topics in seven different models show that LLMs are more confident in their answers when they provide reasoning before the answer. This occurs regardless of whether the selected answer is correct. Our hypothesis is that this behavior is due to the reasoning that modifies the probability of the selected answer, as the LLM predicts the answer based on the input question and the reasoning that supports the selection made. Therefore, LLM estimated probabilities seem to have intrinsic limitations that should be understood in order to use them in evaluation procedures. Interestingly, the same behavior has been observed in humans, for whom explaining an answer increases confidence in its correctness.
I4VGen: Image as Stepping Stone for Text-to-Video Generation
Text-to-video generation has lagged behind text-to-image synthesis in quality and diversity due to the complexity of spatio-temporal modeling and limited video-text datasets. This paper presents I4VGen, a training-free and plug-and-play video diffusion inference framework, which enhances text-to-video generation by leveraging robust image techniques. Specifically, following text-to-image-to-video, I4VGen decomposes the text-to-video generation into two stages: anchor image synthesis and anchor image-guided video synthesis. Correspondingly, a well-designed generation-selection pipeline is employed to achieve visually-realistic and semantically-faithful anchor image, and an innovative Noise-Invariant Video Score Distillation Sampling is incorporated to animate the image to a dynamic video, followed by a video regeneration process to refine the video. This inference strategy effectively mitigates the prevalent issue of non-zero terminal signal-to-noise ratio. Extensive evaluations show that I4VGen not only produces videos with higher visual realism and textual fidelity but also integrates seamlessly into existing image-to-video diffusion models, thereby improving overall video quality.
CyberDemo: Augmenting Simulated Human Demonstration for Real-World Dexterous Manipulation
We introduce CyberDemo, a novel approach to robotic imitation learning that leverages simulated human demonstrations for real-world tasks. By incorporating extensive data augmentation in a simulated environment, CyberDemo outperforms traditional in-domain real-world demonstrations when transferred to the real world, handling diverse physical and visual conditions. Regardless of its affordability and convenience in data collection, CyberDemo outperforms baseline methods in terms of success rates across various tasks and exhibits generalizability with previously unseen objects. For example, it can rotate novel tetra-valve and penta-valve, despite human demonstrations only involving tri-valves. Our research demonstrates the significant potential of simulated human demonstrations for real-world dexterous manipulation tasks. More details can be found at https://cyber-demo.github.io
Tutorial on Diffusion Models for Imaging and Vision
The astonishing growth of generative tools in recent years has empowered many exciting applications in text-to-image generation and text-to-video generation. The underlying principle behind these generative tools is the concept of diffusion, a particular sampling mechanism that has overcome some shortcomings that were deemed difficult in the previous approaches. The goal of this tutorial is to discuss the essential ideas underlying the diffusion models. The target audience of this tutorial includes undergraduate and graduate students who are interested in doing research on diffusion models or applying these models to solve other problems.
Exploring the Evolution of Physics Cognition in Video Generation: A Survey
Recent advancements in video generation have witnessed significant progress, especially with the rapid advancement of diffusion models. Despite this, their deficiencies in physical cognition have gradually received widespread attention - generated content often violates the fundamental laws of physics, falling into the dilemma of ''visual realism but physical absurdity". Researchers began to increasingly recognize the importance of physical fidelity in video generation and attempted to integrate heuristic physical cognition such as motion representations and physical knowledge into generative systems to simulate real-world dynamic scenarios. Considering the lack of a systematic overview in this field, this survey aims to provide a comprehensive summary of architecture designs and their applications to fill this gap. Specifically, we discuss and organize the evolutionary process of physical cognition in video generation from a cognitive science perspective, while proposing a three-tier taxonomy: 1) basic schema perception for generation, 2) passive cognition of physical knowledge for generation, and 3) active cognition for world simulation, encompassing state-of-the-art methods, classical paradigms, and benchmarks. Subsequently, we emphasize the inherent key challenges in this domain and delineate potential pathways for future research, contributing to advancing the frontiers of discussion in both academia and industry. Through structured review and interdisciplinary analysis, this survey aims to provide directional guidance for developing interpretable, controllable, and physically consistent video generation paradigms, thereby propelling generative models from the stage of ''visual mimicry'' towards a new phase of ''human-like physical comprehension''.
Lodge: A Coarse to Fine Diffusion Network for Long Dance Generation Guided by the Characteristic Dance Primitives
We propose Lodge, a network capable of generating extremely long dance sequences conditioned on given music. We design Lodge as a two-stage coarse to fine diffusion architecture, and propose the characteristic dance primitives that possess significant expressiveness as intermediate representations between two diffusion models. The first stage is global diffusion, which focuses on comprehending the coarse-level music-dance correlation and production characteristic dance primitives. In contrast, the second-stage is the local diffusion, which parallelly generates detailed motion sequences under the guidance of the dance primitives and choreographic rules. In addition, we propose a Foot Refine Block to optimize the contact between the feet and the ground, enhancing the physical realism of the motion. Our approach can parallelly generate dance sequences of extremely long length, striking a balance between global choreographic patterns and local motion quality and expressiveness. Extensive experiments validate the efficacy of our method.
MineRL: A Large-Scale Dataset of Minecraft Demonstrations
The sample inefficiency of standard deep reinforcement learning methods precludes their application to many real-world problems. Methods which leverage human demonstrations require fewer samples but have been researched less. As demonstrated in the computer vision and natural language processing communities, large-scale datasets have the capacity to facilitate research by serving as an experimental and benchmarking platform for new methods. However, existing datasets compatible with reinforcement learning simulators do not have sufficient scale, structure, and quality to enable the further development and evaluation of methods focused on using human examples. Therefore, we introduce a comprehensive, large-scale, simulator-paired dataset of human demonstrations: MineRL. The dataset consists of over 60 million automatically annotated state-action pairs across a variety of related tasks in Minecraft, a dynamic, 3D, open-world environment. We present a novel data collection scheme which allows for the ongoing introduction of new tasks and the gathering of complete state information suitable for a variety of methods. We demonstrate the hierarchality, diversity, and scale of the MineRL dataset. Further, we show the difficulty of the Minecraft domain along with the potential of MineRL in developing techniques to solve key research challenges within it.
Learning Memory Mechanisms for Decision Making through Demonstrations
In Partially Observable Markov Decision Processes, integrating an agent's history into memory poses a significant challenge for decision-making. Traditional imitation learning, relying on observation-action pairs for expert demonstrations, fails to capture the expert's memory mechanisms used in decision-making. To capture memory processes as demonstrations, we introduce the concept of memory dependency pairs (p, q) indicating that events at time p are recalled for decision-making at time q. We introduce AttentionTuner to leverage memory dependency pairs in Transformers and find significant improvements across several tasks compared to standard Transformers when evaluated on Memory Gym and the Long-term Memory Benchmark. Code is available at https://github.com/WilliamYue37/AttentionTuner.
Introducing Visual Perception Token into Multimodal Large Language Model
To utilize visual information, Multimodal Large Language Model (MLLM) relies on the perception process of its vision encoder. The completeness and accuracy of visual perception significantly influence the precision of spatial reasoning, fine-grained understanding, and other tasks. However, MLLM still lacks the autonomous capability to control its own visual perception processes, for example, selectively reviewing specific regions of an image or focusing on information related to specific object categories. In this work, we propose the concept of Visual Perception Token, aiming to empower MLLM with a mechanism to control its visual perception processes. We design two types of Visual Perception Tokens, termed the Region Selection Token and the Vision Re-Encoding Token. MLLMs autonomously generate these tokens, just as they generate text, and use them to trigger additional visual perception actions. The Region Selection Token explicitly identifies specific regions in an image that require further perception, while the Vision Re-Encoding Token uses its hidden states as control signals to guide additional visual perception processes. Extensive experiments demonstrate the advantages of these tokens in handling spatial reasoning, improving fine-grained understanding, and other tasks. On average, the introduction of Visual Perception Tokens improves the performance of a 2B model by 23.6\%, increasing its score from 0.572 to 0.708, and even outperforms a 7B parameter model by 13.4\% (from 0.624). Please check out our repo https://github.com/yu-rp/VisualPerceptionToken
Visual Instruction Inversion: Image Editing via Visual Prompting
Text-conditioned image editing has emerged as a powerful tool for editing images. However, in many situations, language can be ambiguous and ineffective in describing specific image edits. When faced with such challenges, visual prompts can be a more informative and intuitive way to convey ideas. We present a method for image editing via visual prompting. Given pairs of example that represent the "before" and "after" images of an edit, our goal is to learn a text-based editing direction that can be used to perform the same edit on new images. We leverage the rich, pretrained editing capabilities of text-to-image diffusion models by inverting visual prompts into editing instructions. Our results show that with just one example pair, we can achieve competitive results compared to state-of-the-art text-conditioned image editing frameworks.
GPT-4V(ision) is a Human-Aligned Evaluator for Text-to-3D Generation
Despite recent advances in text-to-3D generative methods, there is a notable absence of reliable evaluation metrics. Existing metrics usually focus on a single criterion each, such as how well the asset aligned with the input text. These metrics lack the flexibility to generalize to different evaluation criteria and might not align well with human preferences. Conducting user preference studies is an alternative that offers both adaptability and human-aligned results. User studies, however, can be very expensive to scale. This paper presents an automatic, versatile, and human-aligned evaluation metric for text-to-3D generative models. To this end, we first develop a prompt generator using GPT-4V to generate evaluating prompts, which serve as input to compare text-to-3D models. We further design a method instructing GPT-4V to compare two 3D assets according to user-defined criteria. Finally, we use these pairwise comparison results to assign these models Elo ratings. Experimental results suggest our metric strongly align with human preference across different evaluation criteria.
SePPO: Semi-Policy Preference Optimization for Diffusion Alignment
Reinforcement learning from human feedback (RLHF) methods are emerging as a way to fine-tune diffusion models (DMs) for visual generation. However, commonly used on-policy strategies are limited by the generalization capability of the reward model, while off-policy approaches require large amounts of difficult-to-obtain paired human-annotated data, particularly in visual generation tasks. To address the limitations of both on- and off-policy RLHF, we propose a preference optimization method that aligns DMs with preferences without relying on reward models or paired human-annotated data. Specifically, we introduce a Semi-Policy Preference Optimization (SePPO) method. SePPO leverages previous checkpoints as reference models while using them to generate on-policy reference samples, which replace "losing images" in preference pairs. This approach allows us to optimize using only off-policy "winning images." Furthermore, we design a strategy for reference model selection that expands the exploration in the policy space. Notably, we do not simply treat reference samples as negative examples for learning. Instead, we design an anchor-based criterion to assess whether the reference samples are likely to be winning or losing images, allowing the model to selectively learn from the generated reference samples. This approach mitigates performance degradation caused by the uncertainty in reference sample quality. We validate SePPO across both text-to-image and text-to-video benchmarks. SePPO surpasses all previous approaches on the text-to-image benchmarks and also demonstrates outstanding performance on the text-to-video benchmarks. Code will be released in https://github.com/DwanZhang-AI/SePPO.
Restoration of Analog Videos Using Swin-UNet
In this paper, we present a system to restore analog videos of historical archives. These videos often contain severe visual degradation due to the deterioration of their tape supports that require costly and slow manual interventions to recover the original content. The proposed system uses a multi-frame approach and is able to deal with severe tape mistracking, which results in completely scrambled frames. Tests on real-world videos from a major historical video archive show the effectiveness of our demo system. The code and the pre-trained model are publicly available at https://github.com/miccunifi/analog-video-restoration.
Augmented Behavioral Cloning from Observation
Imitation from observation is a computational technique that teaches an agent on how to mimic the behavior of an expert by observing only the sequence of states from the expert demonstrations. Recent approaches learn the inverse dynamics of the environment and an imitation policy by interleaving epochs of both models while changing the demonstration data. However, such approaches often get stuck into sub-optimal solutions that are distant from the expert, limiting their imitation effectiveness. We address this problem with a novel approach that overcomes the problem of reaching bad local minima by exploring: (I) a self-attention mechanism that better captures global features of the states; and (ii) a sampling strategy that regulates the observations that are used for learning. We show empirically that our approach outperforms the state-of-the-art approaches in four different environments by a large margin.
Benchmarking Human and Automated Prompting in the Segment Anything Model
The remarkable capabilities of the Segment Anything Model (SAM) for tackling image segmentation tasks in an intuitive and interactive manner has sparked interest in the design of effective visual prompts. Such interest has led to the creation of automated point prompt selection strategies, typically motivated from a feature extraction perspective. However, there is still very little understanding of how appropriate these automated visual prompting strategies are, particularly when compared to humans, across diverse image domains. Additionally, the performance benefits of including such automated visual prompting strategies within the finetuning process of SAM also remains unexplored, as does the effect of interpretable factors like distance between the prompt points on segmentation performance. To bridge these gaps, we leverage a recently released visual prompting dataset, PointPrompt, and introduce a number of benchmarking tasks that provide an array of opportunities to improve the understanding of the way human prompts differ from automated ones and what underlying factors make for effective visual prompts. We demonstrate that the resulting segmentation scores obtained by humans are approximately 29% higher than those given by automated strategies and identify potential features that are indicative of prompting performance with R^2 scores over 0.5. Additionally, we demonstrate that performance when using automated methods can be improved by up to 68% via a finetuning approach. Overall, our experiments not only showcase the existing gap between human prompts and automated methods, but also highlight potential avenues through which this gap can be leveraged to improve effective visual prompt design. Further details along with the dataset links and codes are available at https://github.com/olivesgatech/PointPrompt
CoS: Chain-of-Shot Prompting for Long Video Understanding
Multi-modal Large Language Models (MLLMs) struggle with long videos due to the need for excessive visual tokens. These tokens exceed massively the context length of MLLMs, resulting in filled by redundant task-irrelevant shots. How to select shots is an unsolved critical problem: sparse sampling risks missing key details, while exhaustive sampling overwhelms the model with irrelevant content, leading to video misunderstanding. To solve this problem, we propose Chain-of-Shot prompting (CoS). The key idea is to frame shot selection as test-time visual prompt optimisation, choosing shots adaptive to video understanding semantic task by optimising shots-task alignment. CoS has two key parts: (1) a binary video summary mechanism that performs pseudo temporal grounding, discovering a binary coding to identify task-relevant shots, and (2) a video co-reasoning module that deploys the binary coding to pair (learning to align) task-relevant positive shots with irrelevant negative shots. It embeds the optimised shot selections into the original video, facilitating a focus on relevant context to optimize long video understanding. Experiments across three baselines and five datasets demonstrate the effectiveness and adaptability of CoS. Code given in https://lwpyh.github.io/CoS.
G-FOCUS: Towards a Robust Method for Assessing UI Design Persuasiveness
Evaluating user interface (UI) design effectiveness extends beyond aesthetics to influencing user behavior, a principle central to Design Persuasiveness. A/B testing is the predominant method for determining which UI variations drive higher user engagement, but it is costly and time-consuming. While recent Vision-Language Models (VLMs) can process automated UI analysis, current approaches focus on isolated design attributes rather than comparative persuasiveness-the key factor in optimizing user interactions. To address this, we introduce WiserUI-Bench, a benchmark designed for Pairwise UI Design Persuasiveness Assessment task, featuring 300 real-world UI image pairs labeled with A/B test results and expert rationales. Additionally, we propose G-FOCUS, a novel inference-time reasoning strategy that enhances VLM-based persuasiveness assessment by reducing position bias and improving evaluation accuracy. Experimental results show that G-FOCUS surpasses existing inference strategies in consistency and accuracy for pairwise UI evaluation. Through promoting VLM-driven evaluation of UI persuasiveness, our work offers an approach to complement A/B testing, propelling progress in scalable UI preference modeling and design optimization. Code and data will be released publicly.
AnimateAnything: Consistent and Controllable Animation for Video Generation
We present a unified controllable video generation approach AnimateAnything that facilitates precise and consistent video manipulation across various conditions, including camera trajectories, text prompts, and user motion annotations. Specifically, we carefully design a multi-scale control feature fusion network to construct a common motion representation for different conditions. It explicitly converts all control information into frame-by-frame optical flows. Then we incorporate the optical flows as motion priors to guide final video generation. In addition, to reduce the flickering issues caused by large-scale motion, we propose a frequency-based stabilization module. It can enhance temporal coherence by ensuring the video's frequency domain consistency. Experiments demonstrate that our method outperforms the state-of-the-art approaches. For more details and videos, please refer to the webpage: https://yu-shaonian.github.io/Animate_Anything/.
Synthetic Video Enhances Physical Fidelity in Video Synthesis
We investigate how to enhance the physical fidelity of video generation models by leveraging synthetic videos derived from computer graphics pipelines. These rendered videos respect real-world physics, such as maintaining 3D consistency, and serve as a valuable resource that can potentially improve video generation models. To harness this potential, we propose a solution that curates and integrates synthetic data while introducing a method to transfer its physical realism to the model, significantly reducing unwanted artifacts. Through experiments on three representative tasks emphasizing physical consistency, we demonstrate its efficacy in enhancing physical fidelity. While our model still lacks a deep understanding of physics, our work offers one of the first empirical demonstrations that synthetic video enhances physical fidelity in video synthesis. Website: https://kevinz8866.github.io/simulation/
Building reliable sim driving agents by scaling self-play
Simulation agents are essential for designing and testing systems that interact with humans, such as autonomous vehicles (AVs). These agents serve various purposes, from benchmarking AV performance to stress-testing the system's limits, but all use cases share a key requirement: reliability. A simulation agent should behave as intended by the designer, minimizing unintended actions like collisions that can compromise the signal-to-noise ratio of analyses. As a foundation for reliable sim agents, we propose scaling self-play to thousands of scenarios on the Waymo Open Motion Dataset under semi-realistic limits on human perception and control. Training from scratch on a single GPU, our agents nearly solve the full training set within a day. They generalize effectively to unseen test scenes, achieving a 99.8% goal completion rate with less than 0.8% combined collision and off-road incidents across 10,000 held-out scenarios. Beyond in-distribution generalization, our agents show partial robustness to out-of-distribution scenes and can be fine-tuned in minutes to reach near-perfect performance in those cases. Demonstrations of agent behaviors can be found at this link. We open-source both the pre-trained agents and the complete code base. Demonstrations of agent behaviors can be found at https://sites.google.com/view/reliable-sim-agents.
Vidu: a Highly Consistent, Dynamic and Skilled Text-to-Video Generator with Diffusion Models
We introduce Vidu, a high-performance text-to-video generator that is capable of producing 1080p videos up to 16 seconds in a single generation. Vidu is a diffusion model with U-ViT as its backbone, which unlocks the scalability and the capability for handling long videos. Vidu exhibits strong coherence and dynamism, and is capable of generating both realistic and imaginative videos, as well as understanding some professional photography techniques, on par with Sora -- the most powerful reported text-to-video generator. Finally, we perform initial experiments on other controllable video generation, including canny-to-video generation, video prediction and subject-driven generation, which demonstrate promising results.
ClickDiffusion: Harnessing LLMs for Interactive Precise Image Editing
Recently, researchers have proposed powerful systems for generating and manipulating images using natural language instructions. However, it is difficult to precisely specify many common classes of image transformations with text alone. For example, a user may wish to change the location and breed of a particular dog in an image with several similar dogs. This task is quite difficult with natural language alone, and would require a user to write a laboriously complex prompt that both disambiguates the target dog and describes the destination. We propose ClickDiffusion, a system for precise image manipulation and generation that combines natural language instructions with visual feedback provided by the user through a direct manipulation interface. We demonstrate that by serializing both an image and a multi-modal instruction into a textual representation it is possible to leverage LLMs to perform precise transformations of the layout and appearance of an image. Code available at https://github.com/poloclub/ClickDiffusion.
PIVOT: Iterative Visual Prompting Elicits Actionable Knowledge for VLMs
Vision language models (VLMs) have shown impressive capabilities across a variety of tasks, from logical reasoning to visual understanding. This opens the door to richer interaction with the world, for example robotic control. However, VLMs produce only textual outputs, while robotic control and other spatial tasks require outputting continuous coordinates, actions, or trajectories. How can we enable VLMs to handle such settings without fine-tuning on task-specific data? In this paper, we propose a novel visual prompting approach for VLMs that we call Prompting with Iterative Visual Optimization (PIVOT), which casts tasks as iterative visual question answering. In each iteration, the image is annotated with a visual representation of proposals that the VLM can refer to (e.g., candidate robot actions, localizations, or trajectories). The VLM then selects the best ones for the task. These proposals are iteratively refined, allowing the VLM to eventually zero in on the best available answer. We investigate PIVOT on real-world robotic navigation, real-world manipulation from images, instruction following in simulation, and additional spatial inference tasks such as localization. We find, perhaps surprisingly, that our approach enables zero-shot control of robotic systems without any robot training data, navigation in a variety of environments, and other capabilities. Although current performance is far from perfect, our work highlights potentials and limitations of this new regime and shows a promising approach for Internet-Scale VLMs in robotic and spatial reasoning domains. Website: pivot-prompt.github.io and HuggingFace: https://huggingface.co/spaces/pivot-prompt/pivot-prompt-demo.
Analogy Generation by Prompting Large Language Models: A Case Study of InstructGPT
We propose a novel application of prompting Pre-trained Language Models (PLMs) to generate analogies and study how to design effective prompts for two task settings: generating a source concept analogous to a given target concept (aka Analogous Concept Generation or ACG), and generating an explanation of the similarity between a given pair of target concept and source concept (aka Analogous Explanation Generation or AEG). We found that it is feasible to prompt InstructGPT to generate meaningful analogies and the best prompts tend to be precise imperative statements especially with a low temperature setting. We also systematically analyzed the sensitivity of the InstructGPT model to prompt design, temperature, and injected spelling errors, and found that the model is particularly sensitive to certain variations (e.g., questions vs. imperative statements). Further, we conducted human evaluation on 1.4k of the generated analogies and found that the quality of generations varies substantially by model size. The largest InstructGPT model can achieve human-level performance at generating meaningful analogies for a given target while there is still room for improvement on the AEG task.
Game On: Towards Language Models as RL Experimenters
We propose an agent architecture that automates parts of the common reinforcement learning experiment workflow, to enable automated mastery of control domains for embodied agents. To do so, it leverages a VLM to perform some of the capabilities normally required of a human experimenter, including the monitoring and analysis of experiment progress, the proposition of new tasks based on past successes and failures of the agent, decomposing tasks into a sequence of subtasks (skills), and retrieval of the skill to execute - enabling our system to build automated curricula for learning. We believe this is one of the first proposals for a system that leverages a VLM throughout the full experiment cycle of reinforcement learning. We provide a first prototype of this system, and examine the feasibility of current models and techniques for the desired level of automation. For this, we use a standard Gemini model, without additional fine-tuning, to provide a curriculum of skills to a language-conditioned Actor-Critic algorithm, in order to steer data collection so as to aid learning new skills. Data collected in this way is shown to be useful for learning and iteratively improving control policies in a robotics domain. Additional examination of the ability of the system to build a growing library of skills, and to judge the progress of the training of those skills, also shows promising results, suggesting that the proposed architecture provides a potential recipe for fully automated mastery of tasks and domains for embodied agents.
PLEX: Making the Most of the Available Data for Robotic Manipulation Pretraining
A rich representation is key to general robotic manipulation, but existing model architectures require a lot of data to learn it. Unfortunately, ideal robotic manipulation training data, which comes in the form of expert visuomotor demonstrations for a variety of annotated tasks, is scarce. In this work we propose PLEX, a transformer-based architecture that learns from task-agnostic visuomotor trajectories accompanied by a much larger amount of task-conditioned object manipulation videos -- a type of robotics-relevant data available in quantity. The key insight behind PLEX is that the trajectories with observations and actions help induce a latent feature space and train a robot to execute task-agnostic manipulation routines, while a diverse set of video-only demonstrations can efficiently teach the robot how to plan in this feature space for a wide variety of tasks. In contrast to most works on robotic manipulation pretraining, PLEX learns a generalizable sensorimotor multi-task policy, not just an observational representation. We also show that using relative positional encoding in PLEX's transformers further increases its data efficiency when learning from human-collected demonstrations. Experiments showcase \appr's generalization on Meta-World-v2 benchmark and establish state-of-the-art performance in challenging Robosuite environments.
Robot See Robot Do: Imitating Articulated Object Manipulation with Monocular 4D Reconstruction
Humans can learn to manipulate new objects by simply watching others; providing robots with the ability to learn from such demonstrations would enable a natural interface specifying new behaviors. This work develops Robot See Robot Do (RSRD), a method for imitating articulated object manipulation from a single monocular RGB human demonstration given a single static multi-view object scan. We first propose 4D Differentiable Part Models (4D-DPM), a method for recovering 3D part motion from a monocular video with differentiable rendering. This analysis-by-synthesis approach uses part-centric feature fields in an iterative optimization which enables the use of geometric regularizers to recover 3D motions from only a single video. Given this 4D reconstruction, the robot replicates object trajectories by planning bimanual arm motions that induce the demonstrated object part motion. By representing demonstrations as part-centric trajectories, RSRD focuses on replicating the demonstration's intended behavior while considering the robot's own morphological limits, rather than attempting to reproduce the hand's motion. We evaluate 4D-DPM's 3D tracking accuracy on ground truth annotated 3D part trajectories and RSRD's physical execution performance on 9 objects across 10 trials each on a bimanual YuMi robot. Each phase of RSRD achieves an average of 87% success rate, for a total end-to-end success rate of 60% across 90 trials. Notably, this is accomplished using only feature fields distilled from large pretrained vision models -- without any task-specific training, fine-tuning, dataset collection, or annotation. Project page: https://robot-see-robot-do.github.io
LLM-grounded Diffusion: Enhancing Prompt Understanding of Text-to-Image Diffusion Models with Large Language Models
Recent advancements in text-to-image generation with diffusion models have yielded remarkable results synthesizing highly realistic and diverse images. However, these models still encounter difficulties when generating images from prompts that demand spatial or common sense reasoning. We propose to equip diffusion models with enhanced reasoning capabilities by using off-the-shelf pretrained large language models (LLMs) in a novel two-stage generation process. First, we adapt an LLM to be a text-guided layout generator through in-context learning. When provided with an image prompt, an LLM outputs a scene layout in the form of bounding boxes along with corresponding individual descriptions. Second, we steer a diffusion model with a novel controller to generate images conditioned on the layout. Both stages utilize frozen pretrained models without any LLM or diffusion model parameter optimization. We validate the superiority of our design by demonstrating its ability to outperform the base diffusion model in accurately generating images according to prompts that necessitate both language and spatial reasoning. Additionally, our method naturally allows dialog-based scene specification and is able to handle prompts in a language that is not well-supported by the underlying diffusion model.
Target Prompting for Information Extraction with Vision Language Model
The recent trend in the Large Vision and Language model has brought a new change in how information extraction systems are built. VLMs have set a new benchmark with their State-of-the-art techniques in understanding documents and building question-answering systems across various industries. They are significantly better at generating text from document images and providing accurate answers to questions. However, there are still some challenges in effectively utilizing these models to build a precise conversational system. General prompting techniques used with large language models are often not suitable for these specially designed vision language models. The output generated by such generic input prompts is ordinary and may contain information gaps when compared with the actual content of the document. To obtain more accurate and specific answers, a well-targeted prompt is required by the vision language model, along with the document image. In this paper, a technique is discussed called Target prompting, which focuses on explicitly targeting parts of document images and generating related answers from those specific regions only. The paper also covers the evaluation of response for each prompting technique using different user queries and input prompts.
Efficient Fine-Grained Guidance for Diffusion-Based Symbolic Music Generation
Developing generative models to create or conditionally create symbolic music presents unique challenges due to the combination of limited data availability and the need for high precision in note pitch. To address these challenges, we introduce an efficient Fine-Grained Guidance (FGG) approach within diffusion models. FGG guides the diffusion models to generate music that aligns more closely with the control and intent of expert composers, which is critical to improve the accuracy, listenability, and quality of generated music. This approach empowers diffusion models to excel in advanced applications such as improvisation, and interactive music creation. We derive theoretical characterizations for both the challenges in symbolic music generation and the effects of the FGG approach. We provide numerical experiments and subjective evaluation to demonstrate the effectiveness of our approach. We have published a demo page to showcase performances, as one of the first in the symbolic music literature's demo pages that enables real-time interactive generation.
Enhancing Online Reinforcement Learning with Meta-Learned Objective from Offline Data
A major challenge in Reinforcement Learning (RL) is the difficulty of learning an optimal policy from sparse rewards. Prior works enhance online RL with conventional Imitation Learning (IL) via a handcrafted auxiliary objective, at the cost of restricting the RL policy to be sub-optimal when the offline data is generated by a non-expert policy. Instead, to better leverage valuable information in offline data, we develop Generalized Imitation Learning from Demonstration (GILD), which meta-learns an objective that distills knowledge from offline data and instills intrinsic motivation towards the optimal policy. Distinct from prior works that are exclusive to a specific RL algorithm, GILD is a flexible module intended for diverse vanilla off-policy RL algorithms. In addition, GILD introduces no domain-specific hyperparameter and minimal increase in computational cost. In four challenging MuJoCo tasks with sparse rewards, we show that three RL algorithms enhanced with GILD significantly outperform state-of-the-art methods.
NitroFusion: High-Fidelity Single-Step Diffusion through Dynamic Adversarial Training
We introduce NitroFusion, a fundamentally different approach to single-step diffusion that achieves high-quality generation through a dynamic adversarial framework. While one-step methods offer dramatic speed advantages, they typically suffer from quality degradation compared to their multi-step counterparts. Just as a panel of art critics provides comprehensive feedback by specializing in different aspects like composition, color, and technique, our approach maintains a large pool of specialized discriminator heads that collectively guide the generation process. Each discriminator group develops expertise in specific quality aspects at different noise levels, providing diverse feedback that enables high-fidelity one-step generation. Our framework combines: (i) a dynamic discriminator pool with specialized discriminator groups to improve generation quality, (ii) strategic refresh mechanisms to prevent discriminator overfitting, and (iii) global-local discriminator heads for multi-scale quality assessment, and unconditional/conditional training for balanced generation. Additionally, our framework uniquely supports flexible deployment through bottom-up refinement, allowing users to dynamically choose between 1-4 denoising steps with the same model for direct quality-speed trade-offs. Through comprehensive experiments, we demonstrate that NitroFusion significantly outperforms existing single-step methods across multiple evaluation metrics, particularly excelling in preserving fine details and global consistency.
GRADEO: Towards Human-Like Evaluation for Text-to-Video Generation via Multi-Step Reasoning
Recent great advances in video generation models have demonstrated their potential to produce high-quality videos, bringing challenges to effective evaluation. Unlike human evaluation, existing automated evaluation metrics lack high-level semantic understanding and reasoning capabilities for video, thus making them infeasible and unexplainable. To fill this gap, we curate GRADEO-Instruct, a multi-dimensional T2V evaluation instruction tuning dataset, including 3.3k videos from over 10 existing video generation models and multi-step reasoning assessments converted by 16k human annotations. We then introduce GRADEO, one of the first specifically designed video evaluation models, which grades AI-generated videos for explainable scores and assessments through multi-step reasoning. Experiments show that our method aligns better with human evaluations than existing methods. Furthermore, our benchmarking reveals that current video generation models struggle to produce content that aligns with human reasoning and complex real-world scenarios. The models, datasets, and codes will be released soon.
Force Prompting: Video Generation Models Can Learn and Generalize Physics-based Control Signals
Recent advances in video generation models have sparked interest in world models capable of simulating realistic environments. While navigation has been well-explored, physically meaningful interactions that mimic real-world forces remain largely understudied. In this work, we investigate using physical forces as a control signal for video generation and propose force prompts which enable users to interact with images through both localized point forces, such as poking a plant, and global wind force fields, such as wind blowing on fabric. We demonstrate that these force prompts can enable videos to respond realistically to physical control signals by leveraging the visual and motion prior in the original pretrained model, without using any 3D asset or physics simulator at inference. The primary challenge of force prompting is the difficulty in obtaining high quality paired force-video training data, both in the real world due to the difficulty of obtaining force signals, and in synthetic data due to limitations in the visual quality and domain diversity of physics simulators. Our key finding is that video generation models can generalize remarkably well when adapted to follow physical force conditioning from videos synthesized by Blender, even with limited demonstrations of few objects. Our method can generate videos which simulate forces across diverse geometries, settings, and materials. We also try to understand the source of this generalization and perform ablations that reveal two key elements: visual diversity and the use of specific text keywords during training. Our approach is trained on only around 15k training examples for a single day on four A100 GPUs, and outperforms existing methods on force adherence and physics realism, bringing world models closer to real-world physics interactions. We release all datasets, code, weights, and interactive video demos at our project page.
Adversarial Data Collection: Human-Collaborative Perturbations for Efficient and Robust Robotic Imitation Learning
The pursuit of data efficiency, where quality outweighs quantity, has emerged as a cornerstone in robotic manipulation, especially given the high costs associated with real-world data collection. We propose that maximizing the informational density of individual demonstrations can dramatically reduce reliance on large-scale datasets while improving task performance. To this end, we introduce Adversarial Data Collection, a Human-in-the-Loop (HiL) framework that redefines robotic data acquisition through real-time, bidirectional human-environment interactions. Unlike conventional pipelines that passively record static demonstrations, ADC adopts a collaborative perturbation paradigm: during a single episode, an adversarial operator dynamically alters object states, environmental conditions, and linguistic commands, while the tele-operator adaptively adjusts actions to overcome these evolving challenges. This process compresses diverse failure-recovery behaviors, compositional task variations, and environmental perturbations into minimal demonstrations. Our experiments demonstrate that ADC-trained models achieve superior compositional generalization to unseen task instructions, enhanced robustness to perceptual perturbations, and emergent error recovery capabilities. Strikingly, models trained with merely 20% of the demonstration volume collected through ADC significantly outperform traditional approaches using full datasets. These advances bridge the gap between data-centric learning paradigms and practical robotic deployment, demonstrating that strategic data acquisition, not merely post-hoc processing, is critical for scalable, real-world robot learning. Additionally, we are curating a large-scale ADC-Robotics dataset comprising real-world manipulation tasks with adversarial perturbations. This benchmark will be open-sourced to facilitate advancements in robotic imitation learning.
Videogenic: Video Highlights via Photogenic Moments
This paper investigates the challenge of extracting highlight moments from videos. To perform this task, a system needs to understand what constitutes a highlight for arbitrary video domains while at the same time being able to scale across different domains. Our key insight is that photographs taken by photographers tend to capture the most remarkable or photogenic moments of an activity. Drawing on this insight, we present Videogenic, a system capable of creating domain-specific highlight videos for a wide range of domains. In a human evaluation study (N=50), we show that a high-quality photograph collection combined with CLIP-based retrieval (which uses a neural network with semantic knowledge of images) can serve as an excellent prior for finding video highlights. In a within-subjects expert study (N=12), we demonstrate the usefulness of Videogenic in helping video editors create highlight videos with lighter workload, shorter task completion time, and better usability.
Prompt Optimization with EASE? Efficient Ordering-aware Automated Selection of Exemplars
Large language models (LLMs) have shown impressive capabilities in real-world applications. The capability of in-context learning (ICL) allows us to adapt an LLM to downstream tasks by including input-label exemplars in the prompt without model fine-tuning. However, the quality of these exemplars in the prompt greatly impacts performance, highlighting the need for an effective automated exemplar selection method. Recent studies have explored retrieval-based approaches to select exemplars tailored to individual test queries, which can be undesirable due to extra test-time computation and an increased risk of data exposure. Moreover, existing methods fail to adequately account for the impact of exemplar ordering on the performance. On the other hand, the impact of the instruction, another essential component in the prompt given to the LLM, is often overlooked in existing exemplar selection methods. To address these challenges, we propose a novel method named EASE, which leverages the hidden embedding from a pre-trained language model to represent ordered sets of exemplars and uses a neural bandit algorithm to optimize the sets of exemplars while accounting for exemplar ordering. Our EASE can efficiently find an ordered set of exemplars that performs well for all test queries from a given task, thereby eliminating test-time computation. Importantly, EASE can be readily extended to jointly optimize both the exemplars and the instruction. Through extensive empirical evaluations (including novel tasks), we demonstrate the superiority of EASE over existing methods, and reveal practical insights about the impact of exemplar selection on ICL, which may be of independent interest. Our code is available at https://github.com/ZhaoxuanWu/EASE-Prompt-Optimization.
Towards Diverse Behaviors: A Benchmark for Imitation Learning with Human Demonstrations
Imitation learning with human data has demonstrated remarkable success in teaching robots in a wide range of skills. However, the inherent diversity in human behavior leads to the emergence of multi-modal data distributions, thereby presenting a formidable challenge for existing imitation learning algorithms. Quantifying a model's capacity to capture and replicate this diversity effectively is still an open problem. In this work, we introduce simulation benchmark environments and the corresponding Datasets with Diverse human Demonstrations for Imitation Learning (D3IL), designed explicitly to evaluate a model's ability to learn multi-modal behavior. Our environments are designed to involve multiple sub-tasks that need to be solved, consider manipulation of multiple objects which increases the diversity of the behavior and can only be solved by policies that rely on closed loop sensory feedback. Other available datasets are missing at least one of these challenging properties. To address the challenge of diversity quantification, we introduce tractable metrics that provide valuable insights into a model's ability to acquire and reproduce diverse behaviors. These metrics offer a practical means to assess the robustness and versatility of imitation learning algorithms. Furthermore, we conduct a thorough evaluation of state-of-the-art methods on the proposed task suite. This evaluation serves as a benchmark for assessing their capability to learn diverse behaviors. Our findings shed light on the effectiveness of these methods in tackling the intricate problem of capturing and generalizing multi-modal human behaviors, offering a valuable reference for the design of future imitation learning algorithms.
Synatra: Turning Indirect Knowledge into Direct Demonstrations for Digital Agents at Scale
LLMs can now act as autonomous agents that interact with digital environments and complete specific objectives (e.g., arranging an online meeting). However, accuracy is still far from satisfactory, partly due to a lack of large-scale, direct demonstrations for digital tasks. Obtaining supervised data from humans is costly, and automatic data collection through exploration or reinforcement learning relies on complex environmental and content setup, resulting in datasets that lack comprehensive coverage of various scenarios. On the other hand, there is abundant knowledge that may indirectly assist task completion, such as online tutorials that were created for human consumption. In this work, we present Synatra, an approach that effectively transforms this indirect knowledge into direct supervision at scale. We define different types of indirect knowledge, and carefully study the available sources to obtain it, methods to encode the structure of direct demonstrations, and finally methods to transform indirect knowledge into direct demonstrations. We use 100k such synthetically-created demonstrations to finetune a 7B CodeLlama, and demonstrate that the resulting agent surpasses all comparably sized models on three web-based task benchmarks Mind2Web, MiniWoB++ and WebArena, as well as surpassing GPT-3.5 on WebArena and Mind2Web. In addition, while synthetic demonstrations prove to be only 3% the cost of human demonstrations (at $0.031 each), we show that the synthetic demonstrations can be more effective than an identical number of human demonstrations collected from limited domains.
MoDem-V2: Visuo-Motor World Models for Real-World Robot Manipulation
Robotic systems that aspire to operate in uninstrumented real-world environments must perceive the world directly via onboard sensing. Vision-based learning systems aim to eliminate the need for environment instrumentation by building an implicit understanding of the world based on raw pixels, but navigating the contact-rich high-dimensional search space from solely sparse visual reward signals significantly exacerbates the challenge of exploration. The applicability of such systems is thus typically restricted to simulated or heavily engineered environments since agent exploration in the real-world without the guidance of explicit state estimation and dense rewards can lead to unsafe behavior and safety faults that are catastrophic. In this study, we isolate the root causes behind these limitations to develop a system, called MoDem-V2, capable of learning contact-rich manipulation directly in the uninstrumented real world. Building on the latest algorithmic advancements in model-based reinforcement learning (MBRL), demo-bootstrapping, and effective exploration, MoDem-V2 can acquire contact-rich dexterous manipulation skills directly in the real world. We identify key ingredients for leveraging demonstrations in model learning while respecting real-world safety considerations -- exploration centering, agency handover, and actor-critic ensembles. We empirically demonstrate the contribution of these ingredients in four complex visuo-motor manipulation problems in both simulation and the real world. To the best of our knowledge, our work presents the first successful system for demonstration-augmented visual MBRL trained directly in the real world. Visit https://sites.google.com/view/modem-v2 for videos and more details.
MagicColor: Multi-Instance Sketch Colorization
We present MagicColor, a diffusion-based framework for multi-instance sketch colorization. The production of multi-instance 2D line art colorization adheres to an industry-standard workflow, which consists of three crucial stages: the design of line art characters, the coloring of individual objects, and the refinement process. The artists are required to repeat the process of coloring each instance one by one, which is inaccurate and inefficient. Meanwhile, current generative methods fail to solve this task due to the challenge of multi-instance pair data collection. To tackle these challenges, we incorporate three technical designs to ensure precise character detail transcription and achieve multi-instance sketch colorization in a single forward. Specifically, we first propose the self-play training strategy to solve the lack of training data. Then we introduce an instance guider to feed the color of the instance. To achieve accurate color matching, we present fine-grained color matching with edge loss to enhance visual quality. Equipped with the proposed modules, MagicColor enables automatically transforming sketches into vividly-colored images with accurate consistency and multi-instance control. Experiments on our collected datasets show that our model outperforms existing methods regarding chromatic precision. Specifically, our model critically automates the colorization process with zero manual adjustments, so novice users can produce stylistically consistent artwork by providing reference instances and the original line art. Our code and additional details are available at https://yinhan-zhang.github.io/color
Curiosity-driven Red-teaming for Large Language Models
Large language models (LLMs) hold great potential for many natural language applications but risk generating incorrect or toxic content. To probe when an LLM generates unwanted content, the current paradigm is to recruit a red team of human testers to design input prompts (i.e., test cases) that elicit undesirable responses from LLMs. However, relying solely on human testers is expensive and time-consuming. Recent works automate red teaming by training a separate red team LLM with reinforcement learning (RL) to generate test cases that maximize the chance of eliciting undesirable responses from the target LLM. However, current RL methods are only able to generate a small number of effective test cases resulting in a low coverage of the span of prompts that elicit undesirable responses from the target LLM. To overcome this limitation, we draw a connection between the problem of increasing the coverage of generated test cases and the well-studied approach of curiosity-driven exploration that optimizes for novelty. Our method of curiosity-driven red teaming (CRT) achieves greater coverage of test cases while mantaining or increasing their effectiveness compared to existing methods. Our method, CRT successfully provokes toxic responses from LLaMA2 model that has been heavily fine-tuned using human preferences to avoid toxic outputs. Code is available at https://github.com/Improbable-AI/curiosity_redteam
BoNBoN Alignment for Large Language Models and the Sweetness of Best-of-n Sampling
This paper concerns the problem of aligning samples from large language models to human preferences using best-of-n sampling, where we draw n samples, rank them, and return the best one. We consider two fundamental problems. First: what is the relationship between best-of-n and approaches to alignment that train LLMs to output samples with a high expected reward (e.g., RLHF or DPO)? To answer this, we embed both the best-of-n distribution and the sampling distributions learned by alignment procedures in a common class of tiltings of the base LLM distribution. We then show that, within this class, best-of-n is essentially optimal in terms of the trade-off between win-rate against the base model vs KL distance from the base model. That is, best-of-n is the best choice of alignment distribution if the goal is to maximize win rate. However, best-of-n requires drawing n samples for each inference, a substantial cost. To avoid this, the second problem we consider is how to fine-tune a LLM to mimic the best-of-n sampling distribution. We derive BoNBoN Alignment to achieve this by exploiting the special structure of the best-of-n distribution. Experiments show that BoNBoN alignment yields substantial improvements in producing a model that is preferred to the base policy while minimally affecting off-target aspects.
Augmented Physics: Creating Interactive and Embedded Physics Simulations from Static Textbook Diagrams
We introduce Augmented Physics, a machine learning-integrated authoring tool designed for creating embedded interactive physics simulations from static textbook diagrams. Leveraging recent advancements in computer vision, such as Segment Anything and Multi-modal LLMs, our web-based system enables users to semi-automatically extract diagrams from physics textbooks and generate interactive simulations based on the extracted content. These interactive diagrams are seamlessly integrated into scanned textbook pages, facilitating interactive and personalized learning experiences across various physics concepts, such as optics, circuits, and kinematics. Drawing from an elicitation study with seven physics instructors, we explore four key augmentation strategies: 1) augmented experiments, 2) animated diagrams, 3) bi-directional binding, and 4) parameter visualization. We evaluate our system through technical evaluation, a usability study (N=12), and expert interviews (N=12). Study findings suggest that our system can facilitate more engaging and personalized learning experiences in physics education.
Learning Synergies between Pushing and Grasping with Self-supervised Deep Reinforcement Learning
Skilled robotic manipulation benefits from complex synergies between non-prehensile (e.g. pushing) and prehensile (e.g. grasping) actions: pushing can help rearrange cluttered objects to make space for arms and fingers; likewise, grasping can help displace objects to make pushing movements more precise and collision-free. In this work, we demonstrate that it is possible to discover and learn these synergies from scratch through model-free deep reinforcement learning. Our method involves training two fully convolutional networks that map from visual observations to actions: one infers the utility of pushes for a dense pixel-wise sampling of end effector orientations and locations, while the other does the same for grasping. Both networks are trained jointly in a Q-learning framework and are entirely self-supervised by trial and error, where rewards are provided from successful grasps. In this way, our policy learns pushing motions that enable future grasps, while learning grasps that can leverage past pushes. During picking experiments in both simulation and real-world scenarios, we find that our system quickly learns complex behaviors amid challenging cases of clutter, and achieves better grasping success rates and picking efficiencies than baseline alternatives after only a few hours of training. We further demonstrate that our method is capable of generalizing to novel objects. Qualitative results (videos), code, pre-trained models, and simulation environments are available at http://vpg.cs.princeton.edu
SkyReels-A2: Compose Anything in Video Diffusion Transformers
This paper presents SkyReels-A2, a controllable video generation framework capable of assembling arbitrary visual elements (e.g., characters, objects, backgrounds) into synthesized videos based on textual prompts while maintaining strict consistency with reference images for each element. We term this task elements-to-video (E2V), whose primary challenges lie in preserving the fidelity of each reference element, ensuring coherent composition of the scene, and achieving natural outputs. To address these, we first design a comprehensive data pipeline to construct prompt-reference-video triplets for model training. Next, we propose a novel image-text joint embedding model to inject multi-element representations into the generative process, balancing element-specific consistency with global coherence and text alignment. We also optimize the inference pipeline for both speed and output stability. Moreover, we introduce a carefully curated benchmark for systematic evaluation, i.e, A2 Bench. Experiments demonstrate that our framework can generate diverse, high-quality videos with precise element control. SkyReels-A2 is the first open-source commercial grade model for the generation of E2V, performing favorably against advanced closed-source commercial models. We anticipate SkyReels-A2 will advance creative applications such as drama and virtual e-commerce, pushing the boundaries of controllable video generation.
Sparse Pairwise Re-ranking with Pre-trained Transformers
Pairwise re-ranking models predict which of two documents is more relevant to a query and then aggregate a final ranking from such preferences. This is often more effective than pointwise re-ranking models that directly predict a relevance value for each document. However, the high inference overhead of pairwise models limits their practical application: usually, for a set of k documents to be re-ranked, preferences for all k^2-k comparison pairs excluding self-comparisons are aggregated. We investigate whether the efficiency of pairwise re-ranking can be improved by sampling from all pairs. In an exploratory study, we evaluate three sampling methods and five preference aggregation methods. The best combination allows for an order of magnitude fewer comparisons at an acceptable loss of retrieval effectiveness, while competitive effectiveness is already achieved with about one third of the comparisons.
Relevant or Random: Can LLMs Truly Perform Analogical Reasoning?
Analogical reasoning is a unique ability of humans to address unfamiliar challenges by transferring strategies from relevant past experiences. One key finding in psychology is that compared with irrelevant past experiences, recalling relevant ones can help humans better handle new tasks. Coincidentally, the NLP community has also recently found that self-generating relevant examples in the context can help large language models (LLMs) better solve a given problem than hand-crafted prompts. However, it is yet not clear whether relevance is the key factor eliciting such capability, i.e., can LLMs benefit more from self-generated relevant examples than irrelevant ones? In this work, we systematically explore whether LLMs can truly perform analogical reasoning on a diverse set of reasoning tasks. With extensive experiments and analysis, we show that self-generated random examples can surprisingly achieve comparable or even better performance, e.g., 4% performance boost on GSM8K with random biological examples. We find that the accuracy of self-generated examples is the key factor and subsequently design two improved methods with significantly reduced inference costs. Overall, we aim to advance a deeper understanding of LLM analogical reasoning and hope this work stimulates further research in the design of self-generated contexts.
Combining Self-Supervised Learning and Imitation for Vision-Based Rope Manipulation
Manipulation of deformable objects, such as ropes and cloth, is an important but challenging problem in robotics. We present a learning-based system where a robot takes as input a sequence of images of a human manipulating a rope from an initial to goal configuration, and outputs a sequence of actions that can reproduce the human demonstration, using only monocular images as input. To perform this task, the robot learns a pixel-level inverse dynamics model of rope manipulation directly from images in a self-supervised manner, using about 60K interactions with the rope collected autonomously by the robot. The human demonstration provides a high-level plan of what to do and the low-level inverse model is used to execute the plan. We show that by combining the high and low-level plans, the robot can successfully manipulate a rope into a variety of target shapes using only a sequence of human-provided images for direction.
FlipSketch: Flipping Static Drawings to Text-Guided Sketch Animations
Sketch animations offer a powerful medium for visual storytelling, from simple flip-book doodles to professional studio productions. While traditional animation requires teams of skilled artists to draw key frames and in-between frames, existing automation attempts still demand significant artistic effort through precise motion paths or keyframe specification. We present FlipSketch, a system that brings back the magic of flip-book animation -- just draw your idea and describe how you want it to move! Our approach harnesses motion priors from text-to-video diffusion models, adapting them to generate sketch animations through three key innovations: (i) fine-tuning for sketch-style frame generation, (ii) a reference frame mechanism that preserves visual integrity of input sketch through noise refinement, and (iii) a dual-attention composition that enables fluid motion without losing visual consistency. Unlike constrained vector animations, our raster frames support dynamic sketch transformations, capturing the expressive freedom of traditional animation. The result is an intuitive system that makes sketch animation as simple as doodling and describing, while maintaining the artistic essence of hand-drawn animation.
Large Multimodal Models: Notes on CVPR 2023 Tutorial
This tutorial note summarizes the presentation on ``Large Multimodal Models: Towards Building and Surpassing Multimodal GPT-4'', a part of CVPR 2023 tutorial on ``Recent Advances in Vision Foundation Models''. The tutorial consists of three parts. We first introduce the background on recent GPT-like large models for vision-and-language modeling to motivate the research in instruction-tuned large multimodal models (LMMs). As a pre-requisite, we describe the basics of instruction-tuning in large language models, which is further extended to the multimodal space. Lastly, we illustrate how to build the minimum prototype of multimodal GPT-4 like models with the open-source resource, and review the recently emerged topics.
UINav: A Practical Approach to Train On-Device Automation Agents
Automation systems that can autonomously drive application user interfaces to complete user tasks are of great benefit, especially when users are situationally or permanently impaired. Prior automation systems do not produce generalizable models while AI-based automation agents work reliably only in simple, hand-crafted applications or incur high computation costs. We propose UINav, a demonstration-based approach to train automation agents that fit mobile devices, yet achieving high success rates with modest numbers of demonstrations. To reduce the demonstration overhead, UINav uses a referee model that provides users with immediate feedback on tasks where the agent fails, and automatically augments human demonstrations to increase diversity in training data. Our evaluation shows that with only 10 demonstrations UINav can achieve 70% accuracy, and that with enough demonstrations it can surpass 90% accuracy.
VideoAgent: Self-Improving Video Generation
Video generation has been used to generate visual plans for controlling robotic systems. Given an image observation and a language instruction, previous work has generated video plans which are then converted to robot controls to be executed. However, a major bottleneck in leveraging video generation for control lies in the quality of the generated videos, which often suffer from hallucinatory content and unrealistic physics, resulting in low task success when control actions are extracted from the generated videos. While scaling up dataset and model size provides a partial solution, integrating external feedback is both natural and essential for grounding video generation in the real world. With this observation, we propose VideoAgent for self-improving generated video plans based on external feedback. Instead of directly executing the generated video plan, VideoAgent first refines the generated video plans using a novel procedure which we call self-conditioning consistency, allowing inference-time compute to be turned into better generated video plans. As the refined video plan is being executed, VideoAgent can collect additional data from the environment to further improve video plan generation. Experiments in simulated robotic manipulation from MetaWorld and iTHOR show that VideoAgent drastically reduces hallucination, thereby boosting success rate of downstream manipulation tasks. We further illustrate that VideoAgent can effectively refine real-robot videos, providing an early indicator that robots can be an effective tool in grounding video generation in the physical world. Video demos and code can be found at https://video-as-agent.github.io.
Is Conditional Generative Modeling all you need for Decision-Making?
Recent improvements in conditional generative modeling have made it possible to generate high-quality images from language descriptions alone. We investigate whether these methods can directly address the problem of sequential decision-making. We view decision-making not through the lens of reinforcement learning (RL), but rather through conditional generative modeling. To our surprise, we find that our formulation leads to policies that can outperform existing offline RL approaches across standard benchmarks. By modeling a policy as a return-conditional diffusion model, we illustrate how we may circumvent the need for dynamic programming and subsequently eliminate many of the complexities that come with traditional offline RL. We further demonstrate the advantages of modeling policies as conditional diffusion models by considering two other conditioning variables: constraints and skills. Conditioning on a single constraint or skill during training leads to behaviors at test-time that can satisfy several constraints together or demonstrate a composition of skills. Our results illustrate that conditional generative modeling is a powerful tool for decision-making.
Dynamic-Resolution Model Learning for Object Pile Manipulation
Dynamics models learned from visual observations have shown to be effective in various robotic manipulation tasks. One of the key questions for learning such dynamics models is what scene representation to use. Prior works typically assume representation at a fixed dimension or resolution, which may be inefficient for simple tasks and ineffective for more complicated tasks. In this work, we investigate how to learn dynamic and adaptive representations at different levels of abstraction to achieve the optimal trade-off between efficiency and effectiveness. Specifically, we construct dynamic-resolution particle representations of the environment and learn a unified dynamics model using graph neural networks (GNNs) that allows continuous selection of the abstraction level. During test time, the agent can adaptively determine the optimal resolution at each model-predictive control (MPC) step. We evaluate our method in object pile manipulation, a task we commonly encounter in cooking, agriculture, manufacturing, and pharmaceutical applications. Through comprehensive evaluations both in the simulation and the real world, we show that our method achieves significantly better performance than state-of-the-art fixed-resolution baselines at the gathering, sorting, and redistribution of granular object piles made with various instances like coffee beans, almonds, corn, etc.
GenAssist: Making Image Generation Accessible
Blind and low vision (BLV) creators use images to communicate with sighted audiences. However, creating or retrieving images is challenging for BLV creators as it is difficult to use authoring tools or assess image search results. Thus, creators limit the types of images they create or recruit sighted collaborators. While text-to-image generation models let creators generate high-fidelity images based on a text description (i.e. prompt), it is difficult to assess the content and quality of generated images. We present GenAssist, a system to make text-to-image generation accessible. Using our interface, creators can verify whether generated image candidates followed the prompt, access additional details in the image not specified in the prompt, and skim a summary of similarities and differences between image candidates. To power the interface, GenAssist uses a large language model to generate visual questions, vision-language models to extract answers, and a large language model to summarize the results. Our study with 12 BLV creators demonstrated that GenAssist enables and simplifies the process of image selection and generation, making visual authoring more accessible to all.
A General Language Assistant as a Laboratory for Alignment
Given the broad capabilities of large language models, it should be possible to work towards a general-purpose, text-based assistant that is aligned with human values, meaning that it is helpful, honest, and harmless. As an initial foray in this direction we study simple baseline techniques and evaluations, such as prompting. We find that the benefits from modest interventions increase with model size, generalize to a variety of alignment evaluations, and do not compromise the performance of large models. Next we investigate scaling trends for several training objectives relevant to alignment, comparing imitation learning, binary discrimination, and ranked preference modeling. We find that ranked preference modeling performs much better than imitation learning, and often scales more favorably with model size. In contrast, binary discrimination typically performs and scales very similarly to imitation learning. Finally we study a `preference model pre-training' stage of training, with the goal of improving sample efficiency when finetuning on human preferences.
PianoMime: Learning a Generalist, Dexterous Piano Player from Internet Demonstrations
In this work, we introduce PianoMime, a framework for training a piano-playing agent using internet demonstrations. The internet is a promising source of large-scale demonstrations for training our robot agents. In particular, for the case of piano-playing, Youtube is full of videos of professional pianists playing a wide myriad of songs. In our work, we leverage these demonstrations to learn a generalist piano-playing agent capable of playing any arbitrary song. Our framework is divided into three parts: a data preparation phase to extract the informative features from the Youtube videos, a policy learning phase to train song-specific expert policies from the demonstrations and a policy distillation phase to distil the policies into a single generalist agent. We explore different policy designs to represent the agent and evaluate the influence of the amount of training data on the generalization capability of the agent to novel songs not available in the dataset. We show that we are able to learn a policy with up to 56\% F1 score on unseen songs.
PPTAgent: Generating and Evaluating Presentations Beyond Text-to-Slides
Automatically generating presentations from documents is a challenging task that requires balancing content quality, visual design, and structural coherence. Existing methods primarily focus on improving and evaluating the content quality in isolation, often overlooking visual design and structural coherence, which limits their practical applicability. To address these limitations, we propose PPTAgent, which comprehensively improves presentation generation through a two-stage, edit-based approach inspired by human workflows. PPTAgent first analyzes reference presentations to understand their structural patterns and content schemas, then drafts outlines and generates slides through code actions to ensure consistency and alignment. To comprehensively evaluate the quality of generated presentations, we further introduce PPTEval, an evaluation framework that assesses presentations across three dimensions: Content, Design, and Coherence. Experiments show that PPTAgent significantly outperforms traditional automatic presentation generation methods across all three dimensions. The code and data are available at https://github.com/icip-cas/PPTAgent.
Learning Shared Safety Constraints from Multi-task Demonstrations
Regardless of the particular task we want them to perform in an environment, there are often shared safety constraints we want our agents to respect. For example, regardless of whether it is making a sandwich or clearing the table, a kitchen robot should not break a plate. Manually specifying such a constraint can be both time-consuming and error-prone. We show how to learn constraints from expert demonstrations of safe task completion by extending inverse reinforcement learning (IRL) techniques to the space of constraints. Intuitively, we learn constraints that forbid highly rewarding behavior that the expert could have taken but chose not to. Unfortunately, the constraint learning problem is rather ill-posed and typically leads to overly conservative constraints that forbid all behavior that the expert did not take. We counter this by leveraging diverse demonstrations that naturally occur in multi-task settings to learn a tighter set of constraints. We validate our method with simulation experiments on high-dimensional continuous control tasks.
Giving Robots a Hand: Learning Generalizable Manipulation with Eye-in-Hand Human Video Demonstrations
Eye-in-hand cameras have shown promise in enabling greater sample efficiency and generalization in vision-based robotic manipulation. However, for robotic imitation, it is still expensive to have a human teleoperator collect large amounts of expert demonstrations with a real robot. Videos of humans performing tasks, on the other hand, are much cheaper to collect since they eliminate the need for expertise in robotic teleoperation and can be quickly captured in a wide range of scenarios. Therefore, human video demonstrations are a promising data source for learning generalizable robotic manipulation policies at scale. In this work, we augment narrow robotic imitation datasets with broad unlabeled human video demonstrations to greatly enhance the generalization of eye-in-hand visuomotor policies. Although a clear visual domain gap exists between human and robot data, our framework does not need to employ any explicit domain adaptation method, as we leverage the partial observability of eye-in-hand cameras as well as a simple fixed image masking scheme. On a suite of eight real-world tasks involving both 3-DoF and 6-DoF robot arm control, our method improves the success rates of eye-in-hand manipulation policies by 58% (absolute) on average, enabling robots to generalize to both new environment configurations and new tasks that are unseen in the robot demonstration data. See video results at https://giving-robots-a-hand.github.io/ .
Robotic Table Tennis: A Case Study into a High Speed Learning System
We present a deep-dive into a real-world robotic learning system that, in previous work, was shown to be capable of hundreds of table tennis rallies with a human and has the ability to precisely return the ball to desired targets. This system puts together a highly optimized perception subsystem, a high-speed low-latency robot controller, a simulation paradigm that can prevent damage in the real world and also train policies for zero-shot transfer, and automated real world environment resets that enable autonomous training and evaluation on physical robots. We complement a complete system description, including numerous design decisions that are typically not widely disseminated, with a collection of studies that clarify the importance of mitigating various sources of latency, accounting for training and deployment distribution shifts, robustness of the perception system, sensitivity to policy hyper-parameters, and choice of action space. A video demonstrating the components of the system and details of experimental results can be found at https://youtu.be/uFcnWjB42I0.
NeuroPrompts: An Adaptive Framework to Optimize Prompts for Text-to-Image Generation
Despite impressive recent advances in text-to-image diffusion models, obtaining high-quality images often requires prompt engineering by humans who have developed expertise in using them. In this work, we present NeuroPrompts, an adaptive framework that automatically enhances a user's prompt to improve the quality of generations produced by text-to-image models. Our framework utilizes constrained text decoding with a pre-trained language model that has been adapted to generate prompts similar to those produced by human prompt engineers. This approach enables higher-quality text-to-image generations and provides user control over stylistic features via constraint set specification. We demonstrate the utility of our framework by creating an interactive application for prompt enhancement and image generation using Stable Diffusion. Additionally, we conduct experiments utilizing a large dataset of human-engineered prompts for text-to-image generation and show that our approach automatically produces enhanced prompts that result in superior image quality. We make our code, a screencast video demo and a live demo instance of NeuroPrompts publicly available.
Musical Form Generation
While recent generative models can produce engaging music, their utility is limited. The variation in the music is often left to chance, resulting in compositions that lack structure. Pieces extending beyond a minute can become incoherent or repetitive. This paper introduces an approach for generating structured, arbitrarily long musical pieces. Central to this approach is the creation of musical segments using a conditional generative model, with transitions between these segments. The generation of prompts that determine the high-level composition is distinct from the creation of finer, lower-level details. A large language model is then used to suggest the musical form.
HumanoidGen: Data Generation for Bimanual Dexterous Manipulation via LLM Reasoning
For robotic manipulation, existing robotics datasets and simulation benchmarks predominantly cater to robot-arm platforms. However, for humanoid robots equipped with dual arms and dexterous hands, simulation tasks and high-quality demonstrations are notably lacking. Bimanual dexterous manipulation is inherently more complex, as it requires coordinated arm movements and hand operations, making autonomous data collection challenging. This paper presents HumanoidGen, an automated task creation and demonstration collection framework that leverages atomic dexterous operations and LLM reasoning to generate relational constraints. Specifically, we provide spatial annotations for both assets and dexterous hands based on the atomic operations, and perform an LLM planner to generate a chain of actionable spatial constraints for arm movements based on object affordances and scenes. To further improve planning ability, we employ a variant of Monte Carlo tree search to enhance LLM reasoning for long-horizon tasks and insufficient annotation. In experiments, we create a novel benchmark with augmented scenarios to evaluate the quality of the collected data. The results show that the performance of the 2D and 3D diffusion policies can scale with the generated dataset. Project page is https://openhumanoidgen.github.io.
3DGen-Bench: Comprehensive Benchmark Suite for 3D Generative Models
3D generation is experiencing rapid advancements, while the development of 3D evaluation has not kept pace. How to keep automatic evaluation equitably aligned with human perception has become a well-recognized challenge. Recent advances in the field of language and image generation have explored human preferences and showcased respectable fitting ability. However, the 3D domain still lacks such a comprehensive preference dataset over generative models. To mitigate this absence, we develop 3DGen-Arena, an integrated platform in a battle manner. Then, we carefully design diverse text and image prompts and leverage the arena platform to gather human preferences from both public users and expert annotators, resulting in a large-scale multi-dimension human preference dataset 3DGen-Bench. Using this dataset, we further train a CLIP-based scoring model, 3DGen-Score, and a MLLM-based automatic evaluator, 3DGen-Eval. These two models innovatively unify the quality evaluation of text-to-3D and image-to-3D generation, and jointly form our automated evaluation system with their respective strengths. Extensive experiments demonstrate the efficacy of our scoring model in predicting human preferences, exhibiting a superior correlation with human ranks compared to existing metrics. We believe that our 3DGen-Bench dataset and automated evaluation system will foster a more equitable evaluation in the field of 3D generation, further promoting the development of 3D generative models and their downstream applications.
Self-Refine Instruction-Tuning for Aligning Reasoning in Language Models
The alignments of reasoning abilities between smaller and larger Language Models are largely conducted via Supervised Fine-Tuning (SFT) using demonstrations generated from robust Large Language Models (LLMs). Although these approaches deliver more performant models, they do not show sufficiently strong generalization ability as the training only relies on the provided demonstrations. In this paper, we propose the Self-refine Instruction-tuning method that elicits Smaller Language Models to self-refine their abilities. Our approach is based on a two-stage process, where reasoning abilities are first transferred between LLMs and Small Language Models (SLMs) via Instruction-tuning on demonstrations provided by LLMs, and then the instructed models Self-refine their abilities through preference optimization strategies. In particular, the second phase operates refinement heuristics based on the Direct Preference Optimization algorithm, where the SLMs are elicited to deliver a series of reasoning paths by automatically sampling the generated responses and providing rewards using ground truths from the LLMs. Results obtained on commonsense and math reasoning tasks show that this approach significantly outperforms Instruction-tuning in both in-domain and out-domain scenarios, aligning the reasoning abilities of Smaller and Larger Language Models.
Customization Assistant for Text-to-image Generation
Customizing pre-trained text-to-image generation model has attracted massive research interest recently, due to its huge potential in real-world applications. Although existing methods are able to generate creative content for a novel concept contained in single user-input image, their capability are still far from perfection. Specifically, most existing methods require fine-tuning the generative model on testing images. Some existing methods do not require fine-tuning, while their performance are unsatisfactory. Furthermore, the interaction between users and models are still limited to directive and descriptive prompts such as instructions and captions. In this work, we build a customization assistant based on pre-trained large language model and diffusion model, which can not only perform customized generation in a tuning-free manner, but also enable more user-friendly interactions: users can chat with the assistant and input either ambiguous text or clear instruction. Specifically, we propose a new framework consists of a new model design and a novel training strategy. The resulting assistant can perform customized generation in 2-5 seconds without any test time fine-tuning. Extensive experiments are conducted, competitive results have been obtained across different domains, illustrating the effectiveness of the proposed method.
FMB: a Functional Manipulation Benchmark for Generalizable Robotic Learning
In this paper, we propose a real-world benchmark for studying robotic learning in the context of functional manipulation: a robot needs to accomplish complex long-horizon behaviors by composing individual manipulation skills in functionally relevant ways. The core design principles of our Functional Manipulation Benchmark (FMB) emphasize a harmonious balance between complexity and accessibility. Tasks are deliberately scoped to be narrow, ensuring that models and datasets of manageable scale can be utilized effectively to track progress. Simultaneously, they are diverse enough to pose a significant generalization challenge. Furthermore, the benchmark is designed to be easily replicable, encompassing all essential hardware and software components. To achieve this goal, FMB consists of a variety of 3D-printed objects designed for easy and accurate replication by other researchers. The objects are procedurally generated, providing a principled framework to study generalization in a controlled fashion. We focus on fundamental manipulation skills, including grasping, repositioning, and a range of assembly behaviors. The FMB can be used to evaluate methods for acquiring individual skills, as well as methods for combining and ordering such skills to solve complex, multi-stage manipulation tasks. We also offer an imitation learning framework that includes a suite of policies trained to solve the proposed tasks. This enables researchers to utilize our tasks as a versatile toolkit for examining various parts of the pipeline. For example, researchers could propose a better design for a grasping controller and evaluate it in combination with our baseline reorientation and assembly policies as part of a pipeline for solving multi-stage tasks. Our dataset, object CAD files, code, and evaluation videos can be found on our project website: https://functional-manipulation-benchmark.github.io
Learning Action and Reasoning-Centric Image Editing from Videos and Simulations
An image editing model should be able to perform diverse edits, ranging from object replacement, changing attributes or style, to performing actions or movement, which require many forms of reasoning. Current general instruction-guided editing models have significant shortcomings with action and reasoning-centric edits. Object, attribute or stylistic changes can be learned from visually static datasets. On the other hand, high-quality data for action and reasoning-centric edits is scarce and has to come from entirely different sources that cover e.g. physical dynamics, temporality and spatial reasoning. To this end, we meticulously curate the AURORA Dataset (Action-Reasoning-Object-Attribute), a collection of high-quality training data, human-annotated and curated from videos and simulation engines. We focus on a key aspect of quality training data: triplets (source image, prompt, target image) contain a single meaningful visual change described by the prompt, i.e., truly minimal changes between source and target images. To demonstrate the value of our dataset, we evaluate an AURORA-finetuned model on a new expert-curated benchmark (AURORA-Bench) covering 8 diverse editing tasks. Our model significantly outperforms previous editing models as judged by human raters. For automatic evaluations, we find important flaws in previous metrics and caution their use for semantically hard editing tasks. Instead, we propose a new automatic metric that focuses on discriminative understanding. We hope that our efforts : (1) curating a quality training dataset and an evaluation benchmark, (2) developing critical evaluations, and (3) releasing a state-of-the-art model, will fuel further progress on general image editing.
InfoCon: Concept Discovery with Generative and Discriminative Informativeness
We focus on the self-supervised discovery of manipulation concepts that can be adapted and reassembled to address various robotic tasks. We propose that the decision to conceptualize a physical procedure should not depend on how we name it (semantics) but rather on the significance of the informativeness in its representation regarding the low-level physical state and state changes. We model manipulation concepts (discrete symbols) as generative and discriminative goals and derive metrics that can autonomously link them to meaningful sub-trajectories from noisy, unlabeled demonstrations. Specifically, we employ a trainable codebook containing encodings (concepts) capable of synthesizing the end-state of a sub-trajectory given the current state (generative informativeness). Moreover, the encoding corresponding to a particular sub-trajectory should differentiate the state within and outside it and confidently predict the subsequent action based on the gradient of its discriminative score (discriminative informativeness). These metrics, which do not rely on human annotation, can be seamlessly integrated into a VQ-VAE framework, enabling the partitioning of demonstrations into semantically consistent sub-trajectories, fulfilling the purpose of discovering manipulation concepts and the corresponding sub-goal (key) states. We evaluate the effectiveness of the learned concepts by training policies that utilize them as guidance, demonstrating superior performance compared to other baselines. Additionally, our discovered manipulation concepts compare favorably to human-annotated ones while saving much manual effort.
Hollywood in Homes: Crowdsourcing Data Collection for Activity Understanding
Computer vision has a great potential to help our daily lives by searching for lost keys, watering flowers or reminding us to take a pill. To succeed with such tasks, computer vision methods need to be trained from real and diverse examples of our daily dynamic scenes. While most of such scenes are not particularly exciting, they typically do not appear on YouTube, in movies or TV broadcasts. So how do we collect sufficiently many diverse but boring samples representing our lives? We propose a novel Hollywood in Homes approach to collect such data. Instead of shooting videos in the lab, we ensure diversity by distributing and crowdsourcing the whole process of video creation from script writing to video recording and annotation. Following this procedure we collect a new dataset, Charades, with hundreds of people recording videos in their own homes, acting out casual everyday activities. The dataset is composed of 9,848 annotated videos with an average length of 30 seconds, showing activities of 267 people from three continents. Each video is annotated by multiple free-text descriptions, action labels, action intervals and classes of interacted objects. In total, Charades provides 27,847 video descriptions, 66,500 temporally localized intervals for 157 action classes and 41,104 labels for 46 object classes. Using this rich data, we evaluate and provide baseline results for several tasks including action recognition and automatic description generation. We believe that the realism, diversity, and casual nature of this dataset will present unique challenges and new opportunities for computer vision community.
Phi-Ground Tech Report: Advancing Perception in GUI Grounding
With the development of multimodal reasoning models, Computer Use Agents (CUAs), akin to Jarvis from "Iron Man", are becoming a reality. GUI grounding is a core component for CUAs to execute actual actions, similar to mechanical control in robotics, and it directly leads to the success or failure of the system. It determines actions such as clicking and typing, as well as related parameters like the coordinates for clicks. Current end-to-end grounding models still achieve less than 65\% accuracy on challenging benchmarks like ScreenSpot-pro and UI-Vision, indicating they are far from being ready for deployment. % , as a single misclick can result in unacceptable consequences. In this work, we conduct an empirical study on the training of grounding models, examining details from data collection to model training. Ultimately, we developed the Phi-Ground model family, which achieves state-of-the-art performance across all five grounding benchmarks for models under 10B parameters in agent settings. In the end-to-end model setting, our model still achieves SOTA results with scores of \textbf{43.2} on ScreenSpot-pro and \textbf{27.2} on UI-Vision. We believe that the various details discussed in this paper, along with our successes and failures, not only clarify the construction of grounding models but also benefit other perception tasks. Project homepage: https://zhangmiaosen2000.github.io/Phi-Ground/{https://zhangmiaosen2000.github.io/Phi-Ground/}
PitVis-2023 Challenge: Workflow Recognition in videos of Endoscopic Pituitary Surgery
The field of computer vision applied to videos of minimally invasive surgery is ever-growing. Workflow recognition pertains to the automated recognition of various aspects of a surgery: including which surgical steps are performed; and which surgical instruments are used. This information can later be used to assist clinicians when learning the surgery; during live surgery; and when writing operation notes. The Pituitary Vision (PitVis) 2023 Challenge tasks the community to step and instrument recognition in videos of endoscopic pituitary surgery. This is a unique task when compared to other minimally invasive surgeries due to the smaller working space, which limits and distorts vision; and higher frequency of instrument and step switching, which requires more precise model predictions. Participants were provided with 25-videos, with results presented at the MICCAI-2023 conference as part of the Endoscopic Vision 2023 Challenge in Vancouver, Canada, on 08-Oct-2023. There were 18-submissions from 9-teams across 6-countries, using a variety of deep learning models. A commonality between the top performing models was incorporating spatio-temporal and multi-task methods, with greater than 50% and 10% macro-F1-score improvement over purely spacial single-task models in step and instrument recognition respectively. The PitVis-2023 Challenge therefore demonstrates state-of-the-art computer vision models in minimally invasive surgery are transferable to a new dataset, with surgery specific techniques used to enhance performance, progressing the field further. Benchmark results are provided in the paper, and the dataset is publicly available at: https://doi.org/10.5522/04/26531686.
Hierarchical Fine-grained Preference Optimization for Physically Plausible Video Generation
Recent advancements in video generation have enabled the creation of high-quality, visually compelling videos. However, generating videos that adhere to the laws of physics remains a critical challenge for applications requiring realism and accuracy. In this work, we propose PhysHPO, a novel framework for Hierarchical Cross-Modal Direct Preference Optimization, to tackle this challenge by enabling fine-grained preference alignment for physically plausible video generation. PhysHPO optimizes video alignment across four hierarchical granularities: a) Instance Level, aligning the overall video content with the input prompt; b) State Level, ensuring temporal consistency using boundary frames as anchors; c) Motion Level, modeling motion trajectories for realistic dynamics; and d) Semantic Level, maintaining logical consistency between narrative and visuals. Recognizing that real-world videos are the best reflections of physical phenomena, we further introduce an automated data selection pipeline to efficiently identify and utilize "good data" from existing large-scale text-video datasets, thereby eliminating the need for costly and time-intensive dataset construction. Extensive experiments on both physics-focused and general capability benchmarks demonstrate that PhysHPO significantly improves physical plausibility and overall video generation quality of advanced models. To the best of our knowledge, this is the first work to explore fine-grained preference alignment and data selection for video generation, paving the way for more realistic and human-preferred video generation paradigms.
"PhyWorldBench": A Comprehensive Evaluation of Physical Realism in Text-to-Video Models
Video generation models have achieved remarkable progress in creating high-quality, photorealistic content. However, their ability to accurately simulate physical phenomena remains a critical and unresolved challenge. This paper presents PhyWorldBench, a comprehensive benchmark designed to evaluate video generation models based on their adherence to the laws of physics. The benchmark covers multiple levels of physical phenomena, ranging from fundamental principles like object motion and energy conservation to more complex scenarios involving rigid body interactions and human or animal motion. Additionally, we introduce a novel ""Anti-Physics"" category, where prompts intentionally violate real-world physics, enabling the assessment of whether models can follow such instructions while maintaining logical consistency. Besides large-scale human evaluation, we also design a simple yet effective method that could utilize current MLLM to evaluate the physics realism in a zero-shot fashion. We evaluate 12 state-of-the-art text-to-video generation models, including five open-source and five proprietary models, with a detailed comparison and analysis. we identify pivotal challenges models face in adhering to real-world physics. Through systematic testing of their outputs across 1,050 curated prompts-spanning fundamental, composite, and anti-physics scenarios-we identify pivotal challenges these models face in adhering to real-world physics. We then rigorously examine their performance on diverse physical phenomena with varying prompt types, deriving targeted recommendations for crafting prompts that enhance fidelity to physical principles.
Motion Control for Enhanced Complex Action Video Generation
Existing text-to-video (T2V) models often struggle with generating videos with sufficiently pronounced or complex actions. A key limitation lies in the text prompt's inability to precisely convey intricate motion details. To address this, we propose a novel framework, MVideo, designed to produce long-duration videos with precise, fluid actions. MVideo overcomes the limitations of text prompts by incorporating mask sequences as an additional motion condition input, providing a clearer, more accurate representation of intended actions. Leveraging foundational vision models such as GroundingDINO and SAM2, MVideo automatically generates mask sequences, enhancing both efficiency and robustness. Our results demonstrate that, after training, MVideo effectively aligns text prompts with motion conditions to produce videos that simultaneously meet both criteria. This dual control mechanism allows for more dynamic video generation by enabling alterations to either the text prompt or motion condition independently, or both in tandem. Furthermore, MVideo supports motion condition editing and composition, facilitating the generation of videos with more complex actions. MVideo thus advances T2V motion generation, setting a strong benchmark for improved action depiction in current video diffusion models. Our project page is available at https://mvideo-v1.github.io/.
AI-Driven Scholarly Peer Review via Persistent Workflow Prompting, Meta-Prompting, and Meta-Reasoning
Critical peer review of scientific manuscripts presents a significant challenge for Large Language Models (LLMs), partly due to data limitations and the complexity of expert reasoning. This report introduces Persistent Workflow Prompting (PWP), a potentially broadly applicable prompt engineering methodology designed to bridge this gap using standard LLM chat interfaces (zero-code, no APIs). We present a proof-of-concept PWP prompt for the critical analysis of experimental chemistry manuscripts, featuring a hierarchical, modular architecture (structured via Markdown) that defines detailed analysis workflows. We develop this PWP prompt through iterative application of meta-prompting techniques and meta-reasoning aimed at systematically codifying expert review workflows, including tacit knowledge. Submitted once at the start of a session, this PWP prompt equips the LLM with persistent workflows triggered by subsequent queries, guiding modern reasoning LLMs through systematic, multimodal evaluations. Demonstrations show the PWP-guided LLM identifying major methodological flaws in a test case while mitigating LLM input bias and performing complex tasks, including distinguishing claims from evidence, integrating text/photo/figure analysis to infer parameters, executing quantitative feasibility checks, comparing estimates against claims, and assessing a priori plausibility. To ensure transparency and facilitate replication, we provide full prompts, detailed demonstration analyses, and logs of interactive chats as supplementary resources. Beyond the specific application, this work offers insights into the meta-development process itself, highlighting the potential of PWP, informed by detailed workflow formalization, to enable sophisticated analysis using readily available LLMs for complex scientific tasks.
Image Referenced Sketch Colorization Based on Animation Creation Workflow
Sketch colorization plays an important role in animation and digital illustration production tasks. However, existing methods still meet problems in that text-guided methods fail to provide accurate color and style reference, hint-guided methods still involve manual operation, and image-referenced methods are prone to cause artifacts. To address these limitations, we propose a diffusion-based framework inspired by real-world animation production workflows. Our approach leverages the sketch as the spatial guidance and an RGB image as the color reference, and separately extracts foreground and background from the reference image with spatial masks. Particularly, we introduce a split cross-attention mechanism with LoRA (Low-Rank Adaptation) modules. They are trained separately with foreground and background regions to control the corresponding embeddings for keys and values in cross-attention. This design allows the diffusion model to integrate information from foreground and background independently, preventing interference and eliminating the spatial artifacts. During inference, we design switchable inference modes for diverse use scenarios by changing modules activated in the framework. Extensive qualitative and quantitative experiments, along with user studies, demonstrate our advantages over existing methods in generating high-qualigy artifact-free results with geometric mismatched references. Ablation studies further confirm the effectiveness of each component. Codes are available at https://github.com/ tellurion-kanata/colorizeDiffusion.
ManiSkill-HAB: A Benchmark for Low-Level Manipulation in Home Rearrangement Tasks
High-quality benchmarks are the foundation for embodied AI research, enabling significant advancements in long-horizon navigation, manipulation and rearrangement tasks. However, as frontier tasks in robotics get more advanced, they require faster simulation speed, more intricate test environments, and larger demonstration datasets. To this end, we present MS-HAB, a holistic benchmark for low-level manipulation and in-home object rearrangement. First, we provide a GPU-accelerated implementation of the Home Assistant Benchmark (HAB). We support realistic low-level control and achieve over 3x the speed of previous magical grasp implementations at similar GPU memory usage. Second, we train extensive reinforcement learning (RL) and imitation learning (IL) baselines for future work to compare against. Finally, we develop a rule-based trajectory filtering system to sample specific demonstrations from our RL policies which match predefined criteria for robot behavior and safety. Combining demonstration filtering with our fast environments enables efficient, controlled data generation at scale.
Articulate That Object Part (ATOP): 3D Part Articulation via Text and Motion Personalization
We present ATOP (Articulate That Object Part), a novel few-shot method based on motion personalization to articulate a static 3D object with respect to a part and its motion as prescribed in a text prompt. Given the scarcity of available datasets with motion attribute annotations, existing methods struggle to generalize well in this task. In our work, the text input allows us to tap into the power of modern-day diffusion models to generate plausible motion samples for the right object category and part. In turn, the input 3D object provides image prompting to personalize the generated video to that very object we wish to articulate. Our method starts with a few-shot finetuning for category-specific motion generation, a key first step to compensate for the lack of articulation awareness by current diffusion models. For this, we finetune a pre-trained multi-view image generation model for controllable multi-view video generation, using a small collection of video samples obtained for the target object category. This is followed by motion video personalization that is realized by multi-view rendered images of the target 3D object. At last, we transfer the personalized video motion to the target 3D object via differentiable rendering to optimize part motion parameters by a score distillation sampling loss. Experimental results on PartNet-Sapien and ACD datasets show that our method is capable of generating realistic motion videos and predicting 3D motion parameters in a more accurate and generalizable way, compared to prior works in the few-shot setting.
Evaluating Sample Utility for Data Selection by Mimicking Model Weights
Foundation models rely on large-scale web-crawled datasets, which frequently contain noisy data, biases, and irrelevant content. Existing data selection techniques typically use human heuristics, downstream evaluation datasets, or specialized scoring models, and can overlook samples' utility in the training process. Instead, we propose a new approach, Mimic Score, a data quality metric that uses a pretrained reference model as a guide to assess the usefulness of data samples for training a new model. It relies on the alignment between the gradient of the new model parameters and the vector pointing toward the reference model in weight space. Samples that misalign with this direction are considered low-value and can be filtered out. Motivated by the Mimic score, we develop Grad-Mimic, a data selection framework that identifies and prioritizes useful samples, automating the selection process to create effective filters. Empirically, using Mimic scores to guide model training results in consistent performance gains across six image datasets and enhances the performance of CLIP models. Moreover, Mimic scores and their associated filters improve upon existing filtering methods and offer accurate estimation of dataset quality.
Affordance-based Robot Manipulation with Flow Matching
We present a framework for assistive robot manipulation, which focuses on two fundamental challenges: first, efficiently adapting large-scale models to downstream scene affordance understanding tasks, especially in daily living scenarios where gathering multi-task data involving humans requires strenuous effort; second, effectively learning robot trajectories by grounding the visual affordance model. We tackle the first challenge by employing a parameter-efficient prompt tuning method that prepends learnable text prompts to the frozen vision model to predict manipulation affordances in multi-task scenarios. Then we propose to learn robot trajectories guided by affordances in a supervised Flow Matching method. Flow matching represents a robot visuomotor policy as a conditional process of flowing random waypoints to desired robot trajectories. Finally, we introduce a real-world dataset with 10 tasks across Activities of Daily Living to test our framework. Our extensive evaluation highlights that the proposed prompt tuning method for learning manipulation affordance with language prompter achieves competitive performance and even outperforms other finetuning protocols across data scales, while satisfying parameter efficiency. Learning multi-task robot trajectories with a single flow matching policy also leads to consistently better performance than alternative behavior cloning methods, especially given multimodal robot action distributions. Our framework seamlessly unifies affordance model learning and trajectory generation with flow matching for robot manipulation.
ImageBrush: Learning Visual In-Context Instructions for Exemplar-Based Image Manipulation
While language-guided image manipulation has made remarkable progress, the challenge of how to instruct the manipulation process faithfully reflecting human intentions persists. An accurate and comprehensive description of a manipulation task using natural language is laborious and sometimes even impossible, primarily due to the inherent uncertainty and ambiguity present in linguistic expressions. Is it feasible to accomplish image manipulation without resorting to external cross-modal language information? If this possibility exists, the inherent modality gap would be effortlessly eliminated. In this paper, we propose a novel manipulation methodology, dubbed ImageBrush, that learns visual instructions for more accurate image editing. Our key idea is to employ a pair of transformation images as visual instructions, which not only precisely captures human intention but also facilitates accessibility in real-world scenarios. Capturing visual instructions is particularly challenging because it involves extracting the underlying intentions solely from visual demonstrations and then applying this operation to a new image. To address this challenge, we formulate visual instruction learning as a diffusion-based inpainting problem, where the contextual information is fully exploited through an iterative process of generation. A visual prompting encoder is carefully devised to enhance the model's capacity in uncovering human intent behind the visual instructions. Extensive experiments show that our method generates engaging manipulation results conforming to the transformations entailed in demonstrations. Moreover, our model exhibits robust generalization capabilities on various downstream tasks such as pose transfer, image translation and video inpainting.
Active Vision Might Be All You Need: Exploring Active Vision in Bimanual Robotic Manipulation
Imitation learning has demonstrated significant potential in performing high-precision manipulation tasks using visual feedback. However, it is common practice in imitation learning for cameras to be fixed in place, resulting in issues like occlusion and limited field of view. Furthermore, cameras are often placed in broad, general locations, without an effective viewpoint specific to the robot's task. In this work, we investigate the utility of active vision (AV) for imitation learning and manipulation, in which, in addition to the manipulation policy, the robot learns an AV policy from human demonstrations to dynamically change the robot's camera viewpoint to obtain better information about its environment and the given task. We introduce AV-ALOHA, a new bimanual teleoperation robot system with AV, an extension of the ALOHA 2 robot system, incorporating an additional 7-DoF robot arm that only carries a stereo camera and is solely tasked with finding the best viewpoint. This camera streams stereo video to an operator wearing a virtual reality (VR) headset, allowing the operator to control the camera pose using head and body movements. The system provides an immersive teleoperation experience, with bimanual first-person control, enabling the operator to dynamically explore and search the scene and simultaneously interact with the environment. We conduct imitation learning experiments of our system both in real-world and in simulation, across a variety of tasks that emphasize viewpoint planning. Our results demonstrate the effectiveness of human-guided AV for imitation learning, showing significant improvements over fixed cameras in tasks with limited visibility. Project website: https://soltanilara.github.io/av-aloha/
Exploring Fact Memorization and Style Imitation in LLMs Using QLoRA: An Experimental Study and Quality Assessment Methods
There are various methods for adapting LLMs to different domains. The most common methods are prompting, finetuning, and RAG. In this work, we explore the possibility of adapting a model using one of the PEFT methods - QLoRA. The experiment aims to simulate human responses based on their interviews. The simulation quality is assessed by comparing the quality of the style and the quality of the generated facts.
Reflective Planning: Vision-Language Models for Multi-Stage Long-Horizon Robotic Manipulation
Solving complex long-horizon robotic manipulation problems requires sophisticated high-level planning capabilities, the ability to reason about the physical world, and reactively choose appropriate motor skills. Vision-language models (VLMs) pretrained on Internet data could in principle offer a framework for tackling such problems. However, in their current form, VLMs lack both the nuanced understanding of intricate physics required for robotic manipulation and the ability to reason over long horizons to address error compounding issues. In this paper, we introduce a novel test-time computation framework that enhances VLMs' physical reasoning capabilities for multi-stage manipulation tasks. At its core, our approach iteratively improves a pretrained VLM with a "reflection" mechanism - it uses a generative model to imagine future world states, leverages these predictions to guide action selection, and critically reflects on potential suboptimalities to refine its reasoning. Experimental results demonstrate that our method significantly outperforms several state-of-the-art commercial VLMs as well as other post-training approaches such as Monte Carlo Tree Search (MCTS). Videos are available at https://reflect-vlm.github.io.
A Smooth Sea Never Made a Skilled SAILOR: Robust Imitation via Learning to Search
The fundamental limitation of the behavioral cloning (BC) approach to imitation learning is that it only teaches an agent what the expert did at states the expert visited. This means that when a BC agent makes a mistake which takes them out of the support of the demonstrations, they often don't know how to recover from it. In this sense, BC is akin to giving the agent the fish -- giving them dense supervision across a narrow set of states -- rather than teaching them to fish: to be able to reason independently about achieving the expert's outcome even when faced with unseen situations at test-time. In response, we explore learning to search (L2S) from expert demonstrations, i.e. learning the components required to, at test time, plan to match expert outcomes, even after making a mistake. These include (1) a world model and (2) a reward model. We carefully ablate the set of algorithmic and design decisions required to combine these and other components for stable and sample/interaction-efficient learning of recovery behavior without additional human corrections. Across a dozen visual manipulation tasks from three benchmarks, our approach SAILOR consistently out-performs state-of-the-art Diffusion Policies trained via BC on the same data. Furthermore, scaling up the amount of demonstrations used for BC by 5-10times still leaves a performance gap. We find that SAILOR can identify nuanced failures and is robust to reward hacking. Our code is available at https://github.com/arnavkj1995/SAILOR .
Decomposing the Generalization Gap in Imitation Learning for Visual Robotic Manipulation
What makes generalization hard for imitation learning in visual robotic manipulation? This question is difficult to approach at face value, but the environment from the perspective of a robot can often be decomposed into enumerable factors of variation, such as the lighting conditions or the placement of the camera. Empirically, generalization to some of these factors have presented a greater obstacle than others, but existing work sheds little light on precisely how much each factor contributes to the generalization gap. Towards an answer to this question, we study imitation learning policies in simulation and on a real robot language-conditioned manipulation task to quantify the difficulty of generalization to different (sets of) factors. We also design a new simulated benchmark of 19 tasks with 11 factors of variation to facilitate more controlled evaluations of generalization. From our study, we determine an ordering of factors based on generalization difficulty, that is consistent across simulation and our real robot setup.
A Comprehensive Evaluation of GPT-4V on Knowledge-Intensive Visual Question Answering
The emergence of multimodal large models (MLMs) has significantly advanced the field of visual understanding, offering remarkable capabilities in the realm of visual question answering (VQA). Yet, the true challenge lies in the domain of knowledge-intensive VQA tasks, which necessitate not just recognition of visual elements, but also a deep comprehension of the visual information in conjunction with a vast repository of learned knowledge. To uncover such capabilities of MLMs, particularly the newly introduced GPT-4V and Gemini, we provide an in-depth evaluation from three perspectives: 1) Commonsense Knowledge, which assesses how well models can understand visual cues and connect to general knowledge; 2) Fine-grained World Knowledge, which tests the model's skill in reasoning out specific knowledge from images, showcasing their proficiency across various specialized fields; 3) Comprehensive Knowledge with Decision-making Rationales, which examines model's capability to provide logical explanations for its inference, facilitating a deeper analysis from the interpretability perspective. Additionally, we utilize a visual knowledge-enhanced training strategy and multimodal retrieval-augmented generation approach to enhance MLMs, highlighting the future need for advancements in this research direction. Extensive experiments indicate that: a) GPT-4V demonstrates enhanced explanation generation when using composite images as few-shots; b) GPT-4V and other MLMs produce severe hallucinations when dealing with world knowledge; c) Visual knowledge enhanced training and prompting technicals present potential to improve performance. Codes: https://github.com/HITsz-TMG/Cognitive-Visual-Language-Mapper
Improved GUI Grounding via Iterative Narrowing
GUI grounding, the task of identifying a precise location on an interface image from a natural language query, plays a crucial role in enhancing the capabilities of Vision-Language Model (VLM) agents. While general VLMs, such as GPT-4V, demonstrate strong performance across various tasks, their proficiency in GUI grounding remains suboptimal. Recent studies have focused on fine-tuning these models specifically for one-shot GUI grounding, yielding significant improvements over baseline performance. We introduce a visual prompting framework called Iterative Narrowing (IN) to further enhance the performance of both general and fine-tuned models in GUI grounding. For evaluation, we tested our method on a comprehensive benchmark comprising different UI platforms.
CrossICL: Cross-Task In-Context Learning via Unsupervised Demonstration Transfer
In-Context Learning (ICL) enhances the performance of large language models (LLMs) with demonstrations. However, obtaining these demonstrations primarily relies on manual effort. In most real-world scenarios, users are often unwilling or unable to provide such demonstrations. Inspired by the human analogy, we explore a new ICL paradigm CrossICL to study how to utilize existing source task demonstrations in the ICL for target tasks, thereby obtaining reliable guidance without any additional manual effort. To explore this, we first design a two-stage alignment strategy to mitigate the interference caused by gaps across tasks, as the foundation for our experimental exploration. Based on it, we conduct comprehensive exploration of CrossICL, with 875 NLP tasks from the Super-NI benchmark and six types of LLMs, including GPT-4o. Experimental results demonstrate the effectiveness of CrossICL and provide valuable insights on questions like the criteria for selecting cross-task demonstrations, as well as the types of task-gap-induced interference in CrossICL.
AirExo-2: Scaling up Generalizable Robotic Imitation Learning with Low-Cost Exoskeletons
Scaling up imitation learning for real-world applications requires efficient and cost-effective demonstration collection methods. Current teleoperation approaches, though effective, are expensive and inefficient due to the dependency on physical robot platforms. Alternative data sources like in-the-wild demonstrations can eliminate the need for physical robots and offer more scalable solutions. However, existing in-the-wild data collection devices have limitations: handheld devices offer restricted in-hand camera observation, while whole-body devices often require fine-tuning with robot data due to action inaccuracies. In this paper, we propose AirExo-2, a low-cost exoskeleton system for large-scale in-the-wild demonstration collection. By introducing the demonstration adaptor to transform the collected in-the-wild demonstrations into pseudo-robot demonstrations, our system addresses key challenges in utilizing in-the-wild demonstrations for downstream imitation learning in real-world environments. Additionally, we present RISE-2, a generalizable policy that integrates 2D and 3D perceptions, outperforming previous imitation learning policies in both in-domain and out-of-domain tasks, even with limited demonstrations. By leveraging in-the-wild demonstrations collected and transformed by the AirExo-2 system, without the need for additional robot demonstrations, RISE-2 achieves comparable or superior performance to policies trained with teleoperated data, highlighting the potential of AirExo-2 for scalable and generalizable imitation learning. Project page: https://airexo.tech/airexo2
Measuring Vision-Language STEM Skills of Neural Models
We introduce a new challenge to test the STEM skills of neural models. The problems in the real world often require solutions, combining knowledge from STEM (science, technology, engineering, and math). Unlike existing datasets, our dataset requires the understanding of multimodal vision-language information of STEM. Our dataset features one of the largest and most comprehensive datasets for the challenge. It includes 448 skills and 1,073,146 questions spanning all STEM subjects. Compared to existing datasets that often focus on examining expert-level ability, our dataset includes fundamental skills and questions designed based on the K-12 curriculum. We also add state-of-the-art foundation models such as CLIP and GPT-3.5-Turbo to our benchmark. Results show that the recent model advances only help master a very limited number of lower grade-level skills (2.5% in the third grade) in our dataset. In fact, these models are still well below (averaging 54.7%) the performance of elementary students, not to mention near expert-level performance. To understand and increase the performance on our dataset, we teach the models on a training split of our dataset. Even though we observe improved performance, the model performance remains relatively low compared to average elementary students. To solve STEM problems, we will need novel algorithmic innovations from the community.
Towards World Simulator: Crafting Physical Commonsense-Based Benchmark for Video Generation
Text-to-video (T2V) models like Sora have made significant strides in visualizing complex prompts, which is increasingly viewed as a promising path towards constructing the universal world simulator. Cognitive psychologists believe that the foundation for achieving this goal is the ability to understand intuitive physics. However, the capacity of these models to accurately represent intuitive physics remains largely unexplored. To bridge this gap, we introduce PhyGenBench, a comprehensive Physics Generation Benchmark designed to evaluate physical commonsense correctness in T2V generation. PhyGenBench comprises 160 carefully crafted prompts across 27 distinct physical laws, spanning four fundamental domains, which could comprehensively assesses models' understanding of physical commonsense. Alongside PhyGenBench, we propose a novel evaluation framework called PhyGenEval. This framework employs a hierarchical evaluation structure utilizing appropriate advanced vision-language models and large language models to assess physical commonsense. Through PhyGenBench and PhyGenEval, we can conduct large-scale automated assessments of T2V models' understanding of physical commonsense, which align closely with human feedback. Our evaluation results and in-depth analysis demonstrate that current models struggle to generate videos that comply with physical commonsense. Moreover, simply scaling up models or employing prompt engineering techniques is insufficient to fully address the challenges presented by PhyGenBench (e.g., dynamic scenarios). We hope this study will inspire the community to prioritize the learning of physical commonsense in these models beyond entertainment applications. We will release the data and codes at https://github.com/OpenGVLab/PhyGenBench
Rethinking the Evaluation of Video Summaries
Video summarization is a technique to create a short skim of the original video while preserving the main stories/content. There exists a substantial interest in automatizing this process due to the rapid growth of the available material. The recent progress has been facilitated by public benchmark datasets, which enable easy and fair comparison of methods. Currently the established evaluation protocol is to compare the generated summary with respect to a set of reference summaries provided by the dataset. In this paper, we will provide in-depth assessment of this pipeline using two popular benchmark datasets. Surprisingly, we observe that randomly generated summaries achieve comparable or better performance to the state-of-the-art. In some cases, the random summaries outperform even the human generated summaries in leave-one-out experiments. Moreover, it turns out that the video segmentation, which is often considered as a fixed pre-processing method, has the most significant impact on the performance measure. Based on our observations, we propose alternative approaches for assessing the importance scores as well as an intuitive visualization of correlation between the estimated scoring and human annotations.
AssistGPT: A General Multi-modal Assistant that can Plan, Execute, Inspect, and Learn
Recent research on Large Language Models (LLMs) has led to remarkable advancements in general NLP AI assistants. Some studies have further explored the use of LLMs for planning and invoking models or APIs to address more general multi-modal user queries. Despite this progress, complex visual-based tasks still remain challenging due to the diverse nature of visual tasks. This diversity is reflected in two aspects: 1) Reasoning paths. For many real-life applications, it is hard to accurately decompose a query simply by examining the query itself. Planning based on the specific visual content and the results of each step is usually required. 2) Flexible inputs and intermediate results. Input forms could be flexible for in-the-wild cases, and involves not only a single image or video but a mixture of videos and images, e.g., a user-view image with some reference videos. Besides, a complex reasoning process will also generate diverse multimodal intermediate results, e.g., video narrations, segmented video clips, etc. To address such general cases, we propose a multi-modal AI assistant, AssistGPT, with an interleaved code and language reasoning approach called Plan, Execute, Inspect, and Learn (PEIL) to integrate LLMs with various tools. Specifically, the Planner is capable of using natural language to plan which tool in Executor should do next based on the current reasoning progress. Inspector is an efficient memory manager to assist the Planner to feed proper visual information into a specific tool. Finally, since the entire reasoning process is complex and flexible, a Learner is designed to enable the model to autonomously explore and discover the optimal solution. We conducted experiments on A-OKVQA and NExT-QA benchmarks, achieving state-of-the-art results. Moreover, showcases demonstrate the ability of our system to handle questions far more complex than those found in the benchmarks.
A Survey of AI-Generated Video Evaluation
The growing capabilities of AI in generating video content have brought forward significant challenges in effectively evaluating these videos. Unlike static images or text, video content involves complex spatial and temporal dynamics which may require a more comprehensive and systematic evaluation of its contents in aspects like video presentation quality, semantic information delivery, alignment with human intentions, and the virtual-reality consistency with our physical world. This survey identifies the emerging field of AI-Generated Video Evaluation (AIGVE), highlighting the importance of assessing how well AI-generated videos align with human perception and meet specific instructions. We provide a structured analysis of existing methodologies that could be potentially used to evaluate AI-generated videos. By outlining the strengths and gaps in current approaches, we advocate for the development of more robust and nuanced evaluation frameworks that can handle the complexities of video content, which include not only the conventional metric-based evaluations, but also the current human-involved evaluations, and the future model-centered evaluations. This survey aims to establish a foundational knowledge base for both researchers from academia and practitioners from the industry, facilitating the future advancement of evaluation methods for AI-generated video content.
GUI Action Narrator: Where and When Did That Action Take Place?
The advent of Multimodal LLMs has significantly enhanced image OCR recognition capabilities, making GUI automation a viable reality for increasing efficiency in digital tasks. One fundamental aspect of developing a GUI automation system is understanding primitive GUI actions. This comprehension is crucial as it enables agents to learn from user demonstrations, an essential element of automation. To rigorously evaluate such capabilities, we developed a video captioning benchmark for GUI actions, comprising 4,189 diverse video captioning samples. This task presents unique challenges compared to natural scene video captioning: 1) GUI screenshots typically contain denser information than natural scenes, and 2) events within GUIs are subtler and occur more rapidly, requiring precise attention to the appropriate time span and spatial region for accurate understanding. To address these challenges, we introduce our GUI action dataset Act2Cap as well as a simple yet effective framework, GUI Narrator, for GUI video captioning that utilizes the cursor as a visual prompt to enhance the interpretation of high-resolution screenshots. Specifically, a cursor detector is trained on our dataset, and a multimodal LLM model with mechanisms for selecting keyframes and key regions generates the captions. Experimental results indicate that even for today's most advanced multimodal models, such as GPT-4o, the task remains highly challenging. Additionally, our evaluations show that our strategy effectively enhances model performance, whether integrated into the fine-tuning of open-source models or employed as a prompting strategy in closed-source models.
Hi Robot: Open-Ended Instruction Following with Hierarchical Vision-Language-Action Models
Generalist robots that can perform a range of different tasks in open-world settings must be able to not only reason about the steps needed to accomplish their goals, but also process complex instructions, prompts, and even feedback during task execution. Intricate instructions (e.g., "Could you make me a vegetarian sandwich?" or "I don't like that one") require not just the ability to physically perform the individual steps, but the ability to situate complex commands and feedback in the physical world. In this work, we describe a system that uses vision-language models in a hierarchical structure, first reasoning over complex prompts and user feedback to deduce the most appropriate next step to fulfill the task, and then performing that step with low-level actions. In contrast to direct instruction following methods that can fulfill simple commands ("pick up the cup"), our system can reason through complex prompts and incorporate situated feedback during task execution ("that's not trash"). We evaluate our system across three robotic platforms, including single-arm, dual-arm, and dual-arm mobile robots, demonstrating its ability to handle tasks such as cleaning messy tables, making sandwiches, and grocery shopping. Videos are available at https://www.pi.website/research/hirobot
Customizing Language Model Responses with Contrastive In-Context Learning
Large language models (LLMs) are becoming increasingly important for machine learning applications. However, it can be challenging to align LLMs with our intent, particularly when we want to generate content that is preferable over others or when we want the LLM to respond in a certain style or tone that is hard to describe. To address this challenge, we propose an approach that uses contrastive examples to better describe our intent. This involves providing positive examples that illustrate the true intent, along with negative examples that show what characteristics we want LLMs to avoid. The negative examples can be retrieved from labeled data, written by a human, or generated by the LLM itself. Before generating an answer, we ask the model to analyze the examples to teach itself what to avoid. This reasoning step provides the model with the appropriate articulation of the user's need and guides it towards generting a better answer. We tested our approach on both synthesized and real-world datasets, including StackExchange and Reddit, and found that it significantly improves performance compared to standard few-shot prompting
Cut-and-Paste: Subject-Driven Video Editing with Attention Control
This paper presents a novel framework termed Cut-and-Paste for real-word semantic video editing under the guidance of text prompt and additional reference image. While the text-driven video editing has demonstrated remarkable ability to generate highly diverse videos following given text prompts, the fine-grained semantic edits are hard to control by plain textual prompt only in terms of object details and edited region, and cumbersome long text descriptions are usually needed for the task. We therefore investigate subject-driven video editing for more precise control of both edited regions and background preservation, and fine-grained semantic generation. We achieve this goal by introducing an reference image as supplementary input to the text-driven video editing, which avoids racking your brain to come up with a cumbersome text prompt describing the detailed appearance of the object. To limit the editing area, we refer to a method of cross attention control in image editing and successfully extend it to video editing by fusing the attention map of adjacent frames, which strikes a balance between maintaining video background and spatio-temporal consistency. Compared with current methods, the whole process of our method is like ``cut" the source object to be edited and then ``paste" the target object provided by reference image. We demonstrate that our method performs favorably over prior arts for video editing under the guidance of text prompt and extra reference image, as measured by both quantitative and subjective evaluations.
CLIPDraw: Exploring Text-to-Drawing Synthesis through Language-Image Encoders
This work presents CLIPDraw, an algorithm that synthesizes novel drawings based on natural language input. CLIPDraw does not require any training; rather a pre-trained CLIP language-image encoder is used as a metric for maximizing similarity between the given description and a generated drawing. Crucially, CLIPDraw operates over vector strokes rather than pixel images, a constraint that biases drawings towards simpler human-recognizable shapes. Results compare between CLIPDraw and other synthesis-through-optimization methods, as well as highlight various interesting behaviors of CLIPDraw, such as satisfying ambiguous text in multiple ways, reliably producing drawings in diverse artistic styles, and scaling from simple to complex visual representations as stroke count is increased. Code for experimenting with the method is available at: https://colab.research.google.com/github/kvfrans/clipdraw/blob/main/clipdraw.ipynb
Grasping Diverse Objects with Simulated Humanoids
We present a method for controlling a simulated humanoid to grasp an object and move it to follow an object trajectory. Due to the challenges in controlling a humanoid with dexterous hands, prior methods often use a disembodied hand and only consider vertical lifts or short trajectories. This limited scope hampers their applicability for object manipulation required for animation and simulation. To close this gap, we learn a controller that can pick up a large number (>1200) of objects and carry them to follow randomly generated trajectories. Our key insight is to leverage a humanoid motion representation that provides human-like motor skills and significantly speeds up training. Using only simplistic reward, state, and object representations, our method shows favorable scalability on diverse object and trajectories. For training, we do not need dataset of paired full-body motion and object trajectories. At test time, we only require the object mesh and desired trajectories for grasping and transporting. To demonstrate the capabilities of our method, we show state-of-the-art success rates in following object trajectories and generalizing to unseen objects. Code and models will be released.
Grounding 3D Object Affordance from 2D Interactions in Images
Grounding 3D object affordance seeks to locate objects' ''action possibilities'' regions in the 3D space, which serves as a link between perception and operation for embodied agents. Existing studies primarily focus on connecting visual affordances with geometry structures, e.g. relying on annotations to declare interactive regions of interest on the object and establishing a mapping between the regions and affordances. However, the essence of learning object affordance is to understand how to use it, and the manner that detaches interactions is limited in generalization. Normally, humans possess the ability to perceive object affordances in the physical world through demonstration images or videos. Motivated by this, we introduce a novel task setting: grounding 3D object affordance from 2D interactions in images, which faces the challenge of anticipating affordance through interactions of different sources. To address this problem, we devise a novel Interaction-driven 3D Affordance Grounding Network (IAG), which aligns the region feature of objects from different sources and models the interactive contexts for 3D object affordance grounding. Besides, we collect a Point-Image Affordance Dataset (PIAD) to support the proposed task. Comprehensive experiments on PIAD demonstrate the reliability of the proposed task and the superiority of our method. The project is available at https://github.com/yyvhang/IAGNet.
NeRF in the Palm of Your Hand: Corrective Augmentation for Robotics via Novel-View Synthesis
Expert demonstrations are a rich source of supervision for training visual robotic manipulation policies, but imitation learning methods often require either a large number of demonstrations or expensive online expert supervision to learn reactive closed-loop behaviors. In this work, we introduce SPARTN (Synthetic Perturbations for Augmenting Robot Trajectories via NeRF): a fully-offline data augmentation scheme for improving robot policies that use eye-in-hand cameras. Our approach leverages neural radiance fields (NeRFs) to synthetically inject corrective noise into visual demonstrations, using NeRFs to generate perturbed viewpoints while simultaneously calculating the corrective actions. This requires no additional expert supervision or environment interaction, and distills the geometric information in NeRFs into a real-time reactive RGB-only policy. In a simulated 6-DoF visual grasping benchmark, SPARTN improves success rates by 2.8times over imitation learning without the corrective augmentations and even outperforms some methods that use online supervision. It additionally closes the gap between RGB-only and RGB-D success rates, eliminating the previous need for depth sensors. In real-world 6-DoF robotic grasping experiments from limited human demonstrations, our method improves absolute success rates by 22.5% on average, including objects that are traditionally challenging for depth-based methods. See video results at https://bland.website/spartn.
Lighthouse: A User-Friendly Library for Reproducible Video Moment Retrieval and Highlight Detection
We propose Lighthouse, a user-friendly library for reproducible video moment retrieval and highlight detection (MR-HD). Although researchers proposed various MR-HD approaches, the research community holds two main issues. The first is a lack of comprehensive and reproducible experiments across various methods, datasets, and video-text features. This is because no unified training and evaluation codebase covers multiple settings. The second is user-unfriendly design. Because previous works use different libraries, researchers set up individual environments. In addition, most works release only the training codes, requiring users to implement the whole inference process of MR-HD. Lighthouse addresses these issues by implementing a unified reproducible codebase that includes six models, three features, and five datasets. In addition, it provides an inference API and web demo to make these methods easily accessible for researchers and developers. Our experiments demonstrate that Lighthouse generally reproduces the reported scores in the reference papers. The code is available at https://github.com/line/lighthouse.
TalkMosaic: Interactive PhotoMosaic with Multi-modal LLM Q&A Interactions
We use images of cars of a wide range of varieties to compose an image of an animal such as a bird or a lion for the theme of environmental protection to maximize the information about cars in a single composed image and to raise the awareness about environmental challenges. We present a novel way of image interaction with an artistically-composed photomosaic image, in which a simple operation of "click and display" is used to demonstrate the interactive switch between a tile image in a photomosaic image and the corresponding original car image, which will be automatically saved on the Desktop. We build a multimodal custom GPT named TalkMosaic by incorporating car images information and the related knowledge to ChatGPT. By uploading the original car image to TalkMosaic, we can ask questions about the given car image and get the corresponding answers efficiently and effectively such as where to buy the tire in the car image that satisfies high environmental standards. We give an in-depth analysis on how to speed up the inference of multimodal LLM using sparse attention and quantization techniques with presented probabilistic FlashAttention (PrFlashAttention) and Staircase Adaptive Quantization (SAQ) methods. The implemented prototype demonstrates the feasibility and effectiveness of the presented approach.
I2VControl: Disentangled and Unified Video Motion Synthesis Control
Video synthesis techniques are undergoing rapid progress, with controllability being a significant aspect of practical usability for end-users. Although text condition is an effective way to guide video synthesis, capturing the correct joint distribution between text descriptions and video motion remains a substantial challenge. In this paper, we present a disentangled and unified framework, namely I2VControl, that unifies multiple motion control tasks in image-to-video synthesis. Our approach partitions the video into individual motion units and represents each unit with disentangled control signals, which allows for various control types to be flexibly combined within our single system. Furthermore, our methodology seamlessly integrates as a plug-in for pre-trained models and remains agnostic to specific model architectures. We conduct extensive experiments, achieving excellent performance on various control tasks, and our method further facilitates user-driven creative combinations, enhancing innovation and creativity. The project page is: https://wanquanf.github.io/I2VControl .
Block and Detail: Scaffolding Sketch-to-Image Generation
We introduce a novel sketch-to-image tool that aligns with the iterative refinement process of artists. Our tool lets users sketch blocking strokes to coarsely represent the placement and form of objects and detail strokes to refine their shape and silhouettes. We develop a two-pass algorithm for generating high-fidelity images from such sketches at any point in the iterative process. In the first pass we use a ControlNet to generate an image that strictly follows all the strokes (blocking and detail) and in the second pass we add variation by renoising regions surrounding blocking strokes. We also present a dataset generation scheme that, when used to train a ControlNet architecture, allows regions that do not contain strokes to be interpreted as not-yet-specified regions rather than empty space. We show that this partial-sketch-aware ControlNet can generate coherent elements from partial sketches that only contain a small number of strokes. The high-fidelity images produced by our approach serve as scaffolds that can help the user adjust the shape and proportions of objects or add additional elements to the composition. We demonstrate the effectiveness of our approach with a variety of examples and evaluative comparisons. Quantitatively, evaluative user feedback indicates that novice viewers prefer the quality of images from our algorithm over a baseline Scribble ControlNet for 84% of the pairs and found our images had less distortion in 81% of the pairs.
How Far is Video Generation from World Model: A Physical Law Perspective
OpenAI's Sora highlights the potential of video generation for developing world models that adhere to fundamental physical laws. However, the ability of video generation models to discover such laws purely from visual data without human priors can be questioned. A world model learning the true law should give predictions robust to nuances and correctly extrapolate on unseen scenarios. In this work, we evaluate across three key scenarios: in-distribution, out-of-distribution, and combinatorial generalization. We developed a 2D simulation testbed for object movement and collisions to generate videos deterministically governed by one or more classical mechanics laws. This provides an unlimited supply of data for large-scale experimentation and enables quantitative evaluation of whether the generated videos adhere to physical laws. We trained diffusion-based video generation models to predict object movements based on initial frames. Our scaling experiments show perfect generalization within the distribution, measurable scaling behavior for combinatorial generalization, but failure in out-of-distribution scenarios. Further experiments reveal two key insights about the generalization mechanisms of these models: (1) the models fail to abstract general physical rules and instead exhibit "case-based" generalization behavior, i.e., mimicking the closest training example; (2) when generalizing to new cases, models are observed to prioritize different factors when referencing training data: color > size > velocity > shape. Our study suggests that scaling alone is insufficient for video generation models to uncover fundamental physical laws, despite its role in Sora's broader success. See our project page at https://phyworld.github.io
Learning Generalizable Robot Policy with Human Demonstration Video as a Prompt
Recent robot learning methods commonly rely on imitation learning from massive robotic dataset collected with teleoperation. When facing a new task, such methods generally require collecting a set of new teleoperation data and finetuning the policy. Furthermore, the teleoperation data collection pipeline is also tedious and expensive. Instead, human is able to efficiently learn new tasks by just watching others do. In this paper, we introduce a novel two-stage framework that utilizes human demonstrations to learn a generalizable robot policy. Such policy can directly take human demonstration video as a prompt and perform new tasks without any new teleoperation data and model finetuning at all. In the first stage, we train video generation model that captures a joint representation for both the human and robot demonstration video data using cross-prediction. In the second stage, we fuse the learned representation with a shared action space between human and robot using a novel prototypical contrastive loss. Empirical evaluations on real-world dexterous manipulation tasks show the effectiveness and generalization capabilities of our proposed method.
LearnAct: Few-Shot Mobile GUI Agent with a Unified Demonstration Benchmark
Mobile GUI agents show promise in automating tasks but face generalization challenges in diverse real-world scenarios. Traditional approaches using pre-training or fine-tuning with massive datasets struggle with the diversity of mobile applications and user-specific tasks. We propose enhancing mobile GUI agent capabilities through human demonstrations, focusing on improving performance in unseen scenarios rather than pursuing universal generalization through larger datasets. To realize this paradigm, we introduce LearnGUI, the first comprehensive dataset specifically designed for studying demonstration-based learning in mobile GUI agents, comprising 2,252 offline tasks and 101 online tasks with high-quality human demonstrations. We further develop LearnAct, a sophisticated multi-agent framework that automatically extracts knowledge from demonstrations to enhance task completion. This framework integrates three specialized agents: DemoParser for knowledge extraction, KnowSeeker for relevant knowledge retrieval, and ActExecutor for demonstration-enhanced task execution. Our experimental results show significant performance gains in both offline and online evaluations. In offline assessments, a single demonstration improves model performance, increasing Gemini-1.5-Pro's accuracy from 19.3% to 51.7%. In online evaluations, our framework enhances UI-TARS-7B-SFT's task success rate from 18.1% to 32.8%. LearnAct framework and LearnGUI benchmark establish demonstration-based learning as a promising direction for more adaptable, personalized, and deployable mobile GUI agents.
Seaweed-7B: Cost-Effective Training of Video Generation Foundation Model
This technical report presents a cost-efficient strategy for training a video generation foundation model. We present a mid-sized research model with approximately 7 billion parameters (7B) called Seaweed-7B trained from scratch using 665,000 H100 GPU hours. Despite being trained with moderate computational resources, Seaweed-7B demonstrates highly competitive performance compared to contemporary video generation models of much larger size. Design choices are especially crucial in a resource-constrained setting. This technical report highlights the key design decisions that enhance the performance of the medium-sized diffusion model. Empirically, we make two observations: (1) Seaweed-7B achieves performance comparable to, or even surpasses, larger models trained on substantially greater GPU resources, and (2) our model, which exhibits strong generalization ability, can be effectively adapted across a wide range of downstream applications either by lightweight fine-tuning or continue training. See the project page at https://seaweed.video/
In-Context Learning with Noisy Labels
In-context learning refers to the emerging ability of large language models (LLMs) to perform a target task without additional training, utilizing demonstrations of the task. Recent studies aim to enhance in-context learning performance by selecting more useful demonstrations. However, they overlook the presence of inevitable noisy labels in task demonstrations that arise during the labeling process in the real-world. In this paper, we propose a new task, in-context learning with noisy labels, which aims to solve real-world problems for in-context learning where labels in task demonstrations would be corrupted. Moreover, we propose a new method and baseline methods for the new task, inspired by studies in learning with noisy labels. Through experiments, we demonstrate that our proposed method can serve as a safeguard against performance degradation in in-context learning caused by noisy labels.
Any-point Trajectory Modeling for Policy Learning
Learning from demonstration is a powerful method for teaching robots new skills, and having more demonstration data often improves policy learning. However, the high cost of collecting demonstration data is a significant bottleneck. Videos, as a rich data source, contain knowledge of behaviors, physics, and semantics, but extracting control-specific information from them is challenging due to the lack of action labels. In this work, we introduce a novel framework, Any-point Trajectory Modeling (ATM), that utilizes video demonstrations by pre-training a trajectory model to predict future trajectories of arbitrary points within a video frame. Once trained, these trajectories provide detailed control guidance, enabling the learning of robust visuomotor policies with minimal action-labeled data. Across over 130 language-conditioned tasks we evaluated in both simulation and the real world, ATM outperforms strong video pre-training baselines by 80% on average. Furthermore, we show effective transfer learning of manipulation skills from human videos and videos from a different robot morphology. Visualizations and code are available at: https://xingyu-lin.github.io/atm.
EDGE: Efficient Data Selection for LLM Agents via Guideline Effectiveness
Large Language Models (LLMs) have shown remarkable capabilities as AI agents. However, existing methods for enhancing LLM-agent abilities often lack a focus on data quality, leading to inefficiencies and suboptimal results in both fine-tuning and prompt engineering. To address this issue, we introduce EDGE, a novel approach for identifying informative samples without needing golden answers. We propose the Guideline Effectiveness (GE) metric, which selects challenging samples by measuring the impact of human-provided guidelines in multi-turn interaction tasks. A low GE score indicates that the human expertise required for a sample is missing from the guideline, making the sample more informative. By selecting samples with low GE scores, we can improve the efficiency and outcomes of both prompt engineering and fine-tuning processes for LLMs. Extensive experiments validate the performance of our method. Our method achieves competitive results on the HotpotQA and WebShop and datasets, requiring 75\% and 50\% less data, respectively, while outperforming existing methods. We also provide a fresh perspective on the data quality of LLM-agent fine-tuning.
AdaptAgent: Adapting Multimodal Web Agents with Few-Shot Learning from Human Demonstrations
State-of-the-art multimodal web agents, powered by Multimodal Large Language Models (MLLMs), can autonomously execute many web tasks by processing user instructions and interacting with graphical user interfaces (GUIs). Current strategies for building web agents rely on (i) the generalizability of underlying MLLMs and their steerability via prompting, and (ii) large-scale fine-tuning of MLLMs on web-related tasks. However, web agents still struggle to automate tasks on unseen websites and domains, limiting their applicability to enterprise-specific and proprietary platforms. Beyond generalization from large-scale pre-training and fine-tuning, we propose building agents for few-shot adaptability using human demonstrations. We introduce the AdaptAgent framework that enables both proprietary and open-weights multimodal web agents to adapt to new websites and domains using few human demonstrations (up to 2). Our experiments on two popular benchmarks -- Mind2Web & VisualWebArena -- show that using in-context demonstrations (for proprietary models) or meta-adaptation demonstrations (for meta-learned open-weights models) boosts task success rate by 3.36% to 7.21% over non-adapted state-of-the-art models, corresponding to a relative increase of 21.03% to 65.75%. Furthermore, our additional analyses (a) show the effectiveness of multimodal demonstrations over text-only ones, (b) shed light on the influence of different data selection strategies during meta-learning on the generalization of the agent, and (c) demonstrate the effect of number of few-shot examples on the web agent's success rate. Overall, our results unlock a complementary axis for developing widely applicable multimodal web agents beyond large-scale pre-training and fine-tuning, emphasizing few-shot adaptability.
LearnLM: Improving Gemini for Learning
Today's generative AI systems are tuned to present information by default rather than engage users in service of learning as a human tutor would. To address the wide range of potential education use cases for these systems, we reframe the challenge of injecting pedagogical behavior as one of pedagogical instruction following, where training and evaluation examples include system-level instructions describing the specific pedagogy attributes present or desired in subsequent model turns. This framing avoids committing our models to any particular definition of pedagogy, and instead allows teachers or developers to specify desired model behavior. It also clears a path to improving Gemini models for learning -- by enabling the addition of our pedagogical data to post-training mixtures -- alongside their rapidly expanding set of capabilities. Both represent important changes from our initial tech report. We show how training with pedagogical instruction following produces a LearnLM model (available on Google AI Studio) that is preferred substantially by expert raters across a diverse set of learning scenarios, with average preference strengths of 31\% over GPT-4o, 11\% over Claude 3.5, and 13\% over the Gemini 1.5 Pro model LearnLM was based on.
Keyframer: Empowering Animation Design using Large Language Models
Large language models (LLMs) have the potential to impact a wide range of creative domains, but the application of LLMs to animation is underexplored and presents novel challenges such as how users might effectively describe motion in natural language. In this paper, we present Keyframer, a design tool for animating static images (SVGs) with natural language. Informed by interviews with professional animation designers and engineers, Keyframer supports exploration and refinement of animations through the combination of prompting and direct editing of generated output. The system also enables users to request design variants, supporting comparison and ideation. Through a user study with 13 participants, we contribute a characterization of user prompting strategies, including a taxonomy of semantic prompt types for describing motion and a 'decomposed' prompting style where users continually adapt their goals in response to generated output.We share how direct editing along with prompting enables iteration beyond one-shot prompting interfaces common in generative tools today. Through this work, we propose how LLMs might empower a range of audiences to engage with animation creation.