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Aug 5

Aligning LLM Agents by Learning Latent Preference from User Edits

We study interactive learning of language agents based on user edits made to the agent's output. In a typical setting such as writing assistants, the user interacts with a language agent to generate a response given a context, and may optionally edit the agent response to personalize it based on their latent preference, in addition to improving the correctness. The edit feedback is naturally generated, making it a suitable candidate for improving the agent's alignment with the user's preference, and for reducing the cost of user edits over time. We propose a learning framework, PRELUDE that infers a description of the user's latent preference based on historic edit data and using it to define a prompt policy that drives future response generation. This avoids fine-tuning the agent, which is costly, challenging to scale with the number of users, and may even degrade its performance on other tasks. Furthermore, learning descriptive preference improves interpretability, allowing the user to view and modify the learned preference. However, user preference can be complex and vary based on context, making it challenging to learn. To address this, we propose a simple yet effective algorithm named CIPHER that leverages a large language model (LLM) to infer the user preference for a given context based on user edits. In the future, CIPHER retrieves inferred preferences from the k-closest contexts in the history, and forms an aggregate preference for response generation. We introduce two interactive environments -- summarization and email writing, for evaluation using a GPT-4 simulated user. We compare with algorithms that directly retrieve user edits but do not learn descriptive preference, and algorithms that learn context-agnostic preference. On both tasks, CIPHER achieves the lowest edit distance cost and learns preferences that show significant similarity to the ground truth preferences

Debate on Graph: a Flexible and Reliable Reasoning Framework for Large Language Models

Large Language Models (LLMs) may suffer from hallucinations in real-world applications due to the lack of relevant knowledge. In contrast, knowledge graphs encompass extensive, multi-relational structures that store a vast array of symbolic facts. Consequently, integrating LLMs with knowledge graphs has been extensively explored, with Knowledge Graph Question Answering (KGQA) serving as a critical touchstone for the integration. This task requires LLMs to answer natural language questions by retrieving relevant triples from knowledge graphs. However, existing methods face two significant challenges: excessively long reasoning paths distracting from the answer generation, and false-positive relations hindering the path refinement. In this paper, we propose an iterative interactive KGQA framework that leverages the interactive learning capabilities of LLMs to perform reasoning and Debating over Graphs (DoG). Specifically, DoG employs a subgraph-focusing mechanism, allowing LLMs to perform answer trying after each reasoning step, thereby mitigating the impact of lengthy reasoning paths. On the other hand, DoG utilizes a multi-role debate team to gradually simplify complex questions, reducing the influence of false-positive relations. This debate mechanism ensures the reliability of the reasoning process. Experimental results on five public datasets demonstrate the effectiveness and superiority of our architecture. Notably, DoG outperforms the state-of-the-art method ToG by 23.7\% and 9.1\% in accuracy on WebQuestions and GrailQA, respectively. Furthermore, the integration experiments with various LLMs on the mentioned datasets highlight the flexibility of DoG. Code is available at https://github.com/reml-group/DoG.

DEUP: Direct Epistemic Uncertainty Prediction

Epistemic Uncertainty is a measure of the lack of knowledge of a learner which diminishes with more evidence. While existing work focuses on using the variance of the Bayesian posterior due to parameter uncertainty as a measure of epistemic uncertainty, we argue that this does not capture the part of lack of knowledge induced by model misspecification. We discuss how the excess risk, which is the gap between the generalization error of a predictor and the Bayes predictor, is a sound measure of epistemic uncertainty which captures the effect of model misspecification. We thus propose a principled framework for directly estimating the excess risk by learning a secondary predictor for the generalization error and subtracting an estimate of aleatoric uncertainty, i.e., intrinsic unpredictability. We discuss the merits of this novel measure of epistemic uncertainty, and highlight how it differs from variance-based measures of epistemic uncertainty and addresses its major pitfall. Our framework, Direct Epistemic Uncertainty Prediction (DEUP) is particularly interesting in interactive learning environments, where the learner is allowed to acquire novel examples in each round. Through a wide set of experiments, we illustrate how existing methods in sequential model optimization can be improved with epistemic uncertainty estimates from DEUP, and how DEUP can be used to drive exploration in reinforcement learning. We also evaluate the quality of uncertainty estimates from DEUP for probabilistic image classification and predicting synergies of drug combinations.

Harnessing LLMs for Educational Content-Driven Italian Crossword Generation

In this work, we unveil a novel tool for generating Italian crossword puzzles from text, utilizing advanced language models such as GPT-4o, Mistral-7B-Instruct-v0.3, and Llama3-8b-Instruct. Crafted specifically for educational applications, this cutting-edge generator makes use of the comprehensive Italian-Clue-Instruct dataset, which comprises over 30,000 entries including diverse text, solutions, and types of clues. This carefully assembled dataset is designed to facilitate the creation of contextually relevant clues in various styles associated with specific texts and keywords. The study delves into four distinctive styles of crossword clues: those without format constraints, those formed as definite determiner phrases, copular sentences, and bare noun phrases. Each style introduces unique linguistic structures to diversify clue presentation. Given the lack of sophisticated educational tools tailored to the Italian language, this project seeks to enhance learning experiences and cognitive development through an engaging, interactive platform. By meshing state-of-the-art AI with contemporary educational strategies, our tool can dynamically generate crossword puzzles from Italian educational materials, thereby providing an enjoyable and interactive learning environment. This technological advancement not only redefines educational paradigms but also sets a new benchmark for interactive and cognitive language learning solutions.

A brain basis of dynamical intelligence for AI and computational neuroscience

The deep neural nets of modern artificial intelligence (AI) have not achieved defining features of biological intelligence, including abstraction, causal learning, and energy-efficiency. While scaling to larger models has delivered performance improvements for current applications, more brain-like capacities may demand new theories, models, and methods for designing artificial learning systems. Here, we argue that this opportunity to reassess insights from the brain should stimulate cooperation between AI research and theory-driven computational neuroscience (CN). To motivate a brain basis of neural computation, we present a dynamical view of intelligence from which we elaborate concepts of sparsity in network structure, temporal dynamics, and interactive learning. In particular, we suggest that temporal dynamics, as expressed through neural synchrony, nested oscillations, and flexible sequences, provide a rich computational layer for reading and updating hierarchical models distributed in long-term memory networks. Moreover, embracing agent-centered paradigms in AI and CN will accelerate our understanding of the complex dynamics and behaviors that build useful world models. A convergence of AI/CN theories and objectives will reveal dynamical principles of intelligence for brains and engineered learning systems. This article was inspired by our symposium on dynamical neuroscience and machine learning at the 6th Annual US/NIH BRAIN Initiative Investigators Meeting.

OSWorld: Benchmarking Multimodal Agents for Open-Ended Tasks in Real Computer Environments

Autonomous agents that accomplish complex computer tasks with minimal human interventions have the potential to transform human-computer interaction, significantly enhancing accessibility and productivity. However, existing benchmarks either lack an interactive environment or are limited to environments specific to certain applications or domains, failing to reflect the diverse and complex nature of real-world computer use, thereby limiting the scope of tasks and agent scalability. To address this issue, we introduce OSWorld, the first-of-its-kind scalable, real computer environment for multimodal agents, supporting task setup, execution-based evaluation, and interactive learning across various operating systems such as Ubuntu, Windows, and macOS. OSWorld can serve as a unified, integrated computer environment for assessing open-ended computer tasks that involve arbitrary applications. Building upon OSWorld, we create a benchmark of 369 computer tasks involving real web and desktop apps in open domains, OS file I/O, and workflows spanning multiple applications. Each task example is derived from real-world computer use cases and includes a detailed initial state setup configuration and a custom execution-based evaluation script for reliable, reproducible evaluation. Extensive evaluation of state-of-the-art LLM/VLM-based agents on OSWorld reveals significant deficiencies in their ability to serve as computer assistants. While humans can accomplish over 72.36% of the tasks, the best model achieves only 12.24% success, primarily struggling with GUI grounding and operational knowledge. Comprehensive analysis using OSWorld provides valuable insights for developing multimodal generalist agents that were not possible with previous benchmarks. Our code, environment, baseline models, and data are publicly available at https://os-world.github.io.

RLIF: Interactive Imitation Learning as Reinforcement Learning

Although reinforcement learning methods offer a powerful framework for automatic skill acquisition, for practical learning-based control problems in domains such as robotics, imitation learning often provides a more convenient and accessible alternative. In particular, an interactive imitation learning method such as DAgger, which queries a near-optimal expert to intervene online to collect correction data for addressing the distributional shift challenges that afflict na\"ive behavioral cloning, can enjoy good performance both in theory and practice without requiring manually specified reward functions and other components of full reinforcement learning methods. In this paper, we explore how off-policy reinforcement learning can enable improved performance under assumptions that are similar but potentially even more practical than those of interactive imitation learning. Our proposed method uses reinforcement learning with user intervention signals themselves as rewards. This relaxes the assumption that intervening experts in interactive imitation learning should be near-optimal and enables the algorithm to learn behaviors that improve over the potential suboptimal human expert. We also provide a unified framework to analyze our RL method and DAgger; for which we present the asymptotic analysis of the suboptimal gap for both methods as well as the non-asymptotic sample complexity bound of our method. We then evaluate our method on challenging high-dimensional continuous control simulation benchmarks as well as real-world robotic vision-based manipulation tasks. The results show that it strongly outperforms DAgger-like approaches across the different tasks, especially when the intervening experts are suboptimal. Code and videos can be found on the project website: rlif-page.github.io

Learning Interactive Real-World Simulators

Generative models trained on internet data have revolutionized how text, image, and video content can be created. Perhaps the next milestone for generative models is to simulate realistic experience in response to actions taken by humans, robots, and other interactive agents. Applications of a real-world simulator range from controllable content creation in games and movies, to training embodied agents purely in simulation that can be directly deployed in the real world. We explore the possibility of learning a universal simulator (UniSim) of real-world interaction through generative modeling. We first make the important observation that natural datasets available for learning a real-world simulator are often rich along different axes (e.g., abundant objects in image data, densely sampled actions in robotics data, and diverse movements in navigation data). With careful orchestration of diverse datasets, each providing a different aspect of the overall experience, UniSim can emulate how humans and agents interact with the world by simulating the visual outcome of both high-level instructions such as "open the drawer" and low-level controls such as "move by x, y" from otherwise static scenes and objects. There are numerous use cases for such a real-world simulator. As an example, we use UniSim to train both high-level vision-language planners and low-level reinforcement learning policies, each of which exhibit zero-shot real-world transfer after training purely in a learned real-world simulator. We also show that other types of intelligence such as video captioning models can benefit from training with simulated experience in UniSim, opening up even wider applications. Video demos can be found at https://universal-simulator.github.io.

Multi-interactive Feature Learning and a Full-time Multi-modality Benchmark for Image Fusion and Segmentation

Multi-modality image fusion and segmentation play a vital role in autonomous driving and robotic operation. Early efforts focus on boosting the performance for only one task, e.g., fusion or segmentation, making it hard to reach~`Best of Both Worlds'. To overcome this issue, in this paper, we propose a Multi-interactive Feature learning architecture for image fusion and Segmentation, namely SegMiF, and exploit dual-task correlation to promote the performance of both tasks. The SegMiF is of a cascade structure, containing a fusion sub-network and a commonly used segmentation sub-network. By slickly bridging intermediate features between two components, the knowledge learned from the segmentation task can effectively assist the fusion task. Also, the benefited fusion network supports the segmentation one to perform more pretentiously. Besides, a hierarchical interactive attention block is established to ensure fine-grained mapping of all the vital information between two tasks, so that the modality/semantic features can be fully mutual-interactive. In addition, a dynamic weight factor is introduced to automatically adjust the corresponding weights of each task, which can balance the interactive feature correspondence and break through the limitation of laborious tuning. Furthermore, we construct a smart multi-wave binocular imaging system and collect a full-time multi-modality benchmark with 15 annotated pixel-level categories for image fusion and segmentation. Extensive experiments on several public datasets and our benchmark demonstrate that the proposed method outputs visually appealing fused images and perform averagely 7.66% higher segmentation mIoU in the real-world scene than the state-of-the-art approaches. The source code and benchmark are available at https://github.com/JinyuanLiu-CV/SegMiF.

Mobile-R1: Towards Interactive Reinforcement Learning for VLM-Based Mobile Agent via Task-Level Rewards

Vision-language model-based mobile agents have gained the ability to not only understand complex instructions and mobile screenshots, but also optimize their action outputs via thinking and reasoning, benefiting from reinforcement learning, such as Group Relative Policy Optimization (GRPO). However, existing research centers on offline reinforcement learning training or online optimization using action-level rewards, which limits the agent's dynamic interaction with the environment. This often results in agents settling into local optima, thereby weakening their ability for exploration and error action correction. To address these challenges, we introduce an approach called Mobile-R1, which employs interactive multi-turn reinforcement learning with task-level rewards for mobile agents. Our training framework consists of three stages: initial format finetuning, single-step online training via action-level reward, followed by online training via task-level reward based on multi-turn trajectories. This strategy is designed to enhance the exploration and error correction capabilities of Mobile-R1, leading to significant performance improvements. Moreover, we have collected a dataset covering 28 Chinese applications with 24,521 high-quality manual annotations and established a new benchmark with 500 trajectories. We will open source all resources, including the dataset, benchmark, model weight, and codes: https://mobile-r1.github.io/Mobile-R1/.

AutoManual: Constructing Instruction Manuals by LLM Agents via Interactive Environmental Learning

Large Language Models (LLM) based agents have shown promise in autonomously completing tasks across various domains, e.g., robotics, games, and web navigation. However, these agents typically require elaborate design and expert prompts to solve tasks in specific domains, which limits their adaptability. We introduce AutoManual, a framework enabling LLM agents to autonomously build their understanding through interaction and adapt to new environments. AutoManual categorizes environmental knowledge into diverse rules and optimizes them in an online fashion by two agents: 1) The Planner codes actionable plans based on current rules for interacting with the environment. 2) The Builder updates the rules through a well-structured rule system that facilitates online rule management and essential detail retention. To mitigate hallucinations in managing rules, we introduce a *case-conditioned prompting* strategy for the Builder. Finally, the Formulator agent compiles these rules into a comprehensive manual. The self-generated manual can not only improve the adaptability but also guide the planning of smaller LLMs while being human-readable. Given only one simple demonstration, AutoManual significantly improves task success rates, achieving 97.4\% with GPT-4-turbo and 86.2\% with GPT-3.5-turbo on ALFWorld benchmark tasks. The code is available at https://github.com/minghchen/automanual.

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.

AskToAct: Enhancing LLMs Tool Use via Self-Correcting Clarification

Large language models (LLMs) have demonstrated remarkable capabilities in tool learning. In real-world scenarios, user queries are often ambiguous and incomplete, requiring effective clarification. However, existing interactive clarification approaches face two critical limitations: reliance on manually constructed datasets and lack of error correction mechanisms during multi-turn clarification. We present AskToAct, which addresses these challenges by exploiting the structural mapping between queries and their tool invocation solutions. Our key insight is that tool parameters naturally represent explicit user intents. By systematically removing key parameters from queries while retaining them as ground truth, we enable automated construction of high-quality training data. We further enhance model robustness by fine-tuning on error-correction augmented data using selective masking mechanism, enabling dynamic error detection during clarification interactions. Comprehensive experiments demonstrate that AskToAct significantly outperforms existing approaches, achieving above 79% accuracy in recovering critical unspecified intents and enhancing clarification efficiency by an average of 48.34% while maintaining high accuracy in tool invocation. Our framework exhibits robust performance across varying complexity levels and successfully generalizes to entirely unseen APIs without additional training, achieving performance comparable to GPT-4 with substantially fewer computational resources.

Situated Language Learning via Interactive Narratives

This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal. We hypothesize that two key components in creating such agents are interactivity and environment grounding, shown to be vital parts of language learning in humans, and posit that interactive narratives should be the environments of choice for such training these agents. These games are simulations in which an agent interacts with the world through natural language -- "perceiving", "acting upon", and "talking to" the world using textual descriptions, commands, and dialogue -- and as such exist at the intersection of natural language processing, storytelling, and sequential decision making. We discuss the unique challenges a text games' puzzle-like structure combined with natural language state-and-action spaces provides: knowledge representation, commonsense reasoning, and exploration. Beyond the challenges described so far, progress in the realm of interactive narratives can be applied in adjacent problem domains. These applications provide interesting challenges of their own as well as extensions to those discussed so far. We describe three of them in detail: (1) evaluating AI system's commonsense understanding by automatically creating interactive narratives; (2) adapting abstract text-based policies to include other modalities such as vision; and (3) enabling multi-agent and human-AI collaboration in shared, situated worlds.

IDEA:Enhancing the Rule Learning Ability of Language Agents through Induction, Deduction, and Abduction

While large language models (LLMs) have been thoroughly evaluated for deductive and inductive reasoning, their proficiency in abductive reasoning and holistic rule learning in interactive environments remains less explored. This work introduces RULEARN, a novel benchmark specifically designed to assess the rule-learning ability of LLMs in interactive settings. In RULEARN, agents interact with the environment to gather observations and discern patterns, using these insights to solve problems. To further enhance the rule-learning capabilities of LLM agents within this benchmark, we propose IDEA agent, which integrates Induction, Deduction, and Abduction processes. IDEA agent refines this approach by leveraging a structured reasoning sequence: generating hypotheses through abduction, testing them via deduction, and refining them based on feedback from induction. This sequence enables agents to dynamically establish and apply rules, mimicking human-like reasoning processes. Our evaluation of five representative LLMs indicates that while these models can generate plausible initial hypotheses, they often struggle with strategic interaction within the environment, effective incorporation of feedback, and adaptive refinement of their hypotheses. IDEA agent demonstrates significantly improved performance on the RULEARN benchmark, offering valuable insights for the development of agents capable of human-like rule-learning in real-world scenarios. We will release our code and data.

Agent Q: Advanced Reasoning and Learning for Autonomous AI Agents

Large Language Models (LLMs) have shown remarkable capabilities in natural language tasks requiring complex reasoning, yet their application in agentic, multi-step reasoning within interactive environments remains a difficult challenge. Traditional supervised pre-training on static datasets falls short in enabling autonomous agent capabilities needed to perform complex decision-making in dynamic settings like web navigation. Previous attempts to bridge this ga-through supervised fine-tuning on curated expert demonstrations-often suffer from compounding errors and limited exploration data, resulting in sub-optimal policy outcomes. To overcome these challenges, we propose a framework that combines guided Monte Carlo Tree Search (MCTS) search with a self-critique mechanism and iterative fine-tuning on agent interactions using an off-policy variant of the Direct Preference Optimization (DPO) algorithm. Our method allows LLM agents to learn effectively from both successful and unsuccessful trajectories, thereby improving their generalization in complex, multi-step reasoning tasks. We validate our approach in the WebShop environment-a simulated e-commerce platform where it consistently outperforms behavior cloning and reinforced fine-tuning baseline, and beats average human performance when equipped with the capability to do online search. In real-world booking scenarios, our methodology boosts Llama-3 70B model's zero-shot performance from 18.6% to 81.7% success rate (a 340% relative increase) after a single day of data collection and further to 95.4% with online search. We believe this represents a substantial leap forward in the capabilities of autonomous agents, paving the way for more sophisticated and reliable decision-making in real-world settings.

Democratizing Reasoning Ability: Tailored Learning from Large Language Model

Large language models (LLMs) exhibit impressive emergent abilities in natural language processing, but their democratization is hindered due to huge computation requirements and closed-source nature. Recent research on advancing open-source smaller LMs by distilling knowledge from black-box LLMs has obtained promising results in the instruction-following ability. However, the reasoning ability which is more challenging to foster, is relatively rarely explored. In this paper, we propose a tailored learning approach to distill such reasoning ability to smaller LMs to facilitate the democratization of the exclusive reasoning ability. In contrast to merely employing LLM as a data annotator, we exploit the potential of LLM as a reasoning teacher by building an interactive multi-round learning paradigm. This paradigm enables the student to expose its deficiencies to the black-box teacher who then can provide customized training data in return. Further, to exploit the reasoning potential of the smaller LM, we propose self-reflection learning to motivate the student to learn from self-made mistakes. The learning from self-reflection and LLM are all tailored to the student's learning status, thanks to the seamless integration with the multi-round learning paradigm. Comprehensive experiments and analysis on mathematical and commonsense reasoning tasks demonstrate the effectiveness of our method. The code will be available at https://github.com/Raibows/Learn-to-Reason.

MRSegmentator: Robust Multi-Modality Segmentation of 40 Classes in MRI and CT Sequences

Purpose: To introduce a deep learning model capable of multi-organ segmentation in MRI scans, offering a solution to the current limitations in MRI analysis due to challenges in resolution, standardized intensity values, and variability in sequences. Materials and Methods: he model was trained on 1,200 manually annotated MRI scans from the UK Biobank, 221 in-house MRI scans and 1228 CT scans, leveraging cross-modality transfer learning from CT segmentation models. A human-in-the-loop annotation workflow was employed to efficiently create high-quality segmentations. The model's performance was evaluated on NAKO and the AMOS22 dataset containing 600 and 60 MRI examinations. Dice Similarity Coefficient (DSC) and Hausdorff Distance (HD) was used to assess segmentation accuracy. The model will be open sourced. Results: The model showcased high accuracy in segmenting well-defined organs, achieving Dice Similarity Coefficient (DSC) scores of 0.97 for the right and left lungs, and 0.95 for the heart. It also demonstrated robustness in organs like the liver (DSC: 0.96) and kidneys (DSC: 0.95 left, 0.95 right), which present more variability. However, segmentation of smaller and complex structures such as the portal and splenic veins (DSC: 0.54) and adrenal glands (DSC: 0.65 left, 0.61 right) revealed the need for further model optimization. Conclusion: The proposed model is a robust, tool for accurate segmentation of 40 anatomical structures in MRI and CT images. By leveraging cross-modality learning and interactive annotation, the model achieves strong performance and generalizability across diverse datasets, making it a valuable resource for researchers and clinicians. It is open source and can be downloaded from https://github.com/hhaentze/MRSegmentator.

What Should Data Science Education Do with Large Language Models?

The rapid advances of large language models (LLMs), such as ChatGPT, are revolutionizing data science and statistics. These state-of-the-art tools can streamline complex processes. As a result, it reshapes the role of data scientists. We argue that LLMs are transforming the responsibilities of data scientists, shifting their focus from hands-on coding, data-wrangling and conducting standard analyses to assessing and managing analyses performed by these automated AIs. This evolution of roles is reminiscent of the transition from a software engineer to a product manager. We illustrate this transition with concrete data science case studies using LLMs in this paper. These developments necessitate a meaningful evolution in data science education. Pedagogy must now place greater emphasis on cultivating diverse skillsets among students, such as LLM-informed creativity, critical thinking, AI-guided programming. LLMs can also play a significant role in the classroom as interactive teaching and learning tools, contributing to personalized education. This paper discusses the opportunities, resources and open challenges for each of these directions. As with any transformative technology, integrating LLMs into education calls for careful consideration. While LLMs can perform repetitive tasks efficiently, it's crucial to remember that their role is to supplement human intelligence and creativity, not to replace it. Therefore, the new era of data science education should balance the benefits of LLMs while fostering complementary human expertise and innovations. In conclusion, the rise of LLMs heralds a transformative period for data science and its education. This paper seeks to shed light on the emerging trends, potential opportunities, and challenges accompanying this paradigm shift, hoping to spark further discourse and investigation into this exciting, uncharted territory.

Reinforcement Learning for Long-Horizon Interactive LLM Agents

Interactive digital agents (IDAs) leverage APIs of stateful digital environments to perform tasks in response to user requests. While IDAs powered by instruction-tuned large language models (LLMs) can react to feedback from interface invocations in multi-step exchanges, they have not been trained in their respective digital environments. Prior methods accomplish less than half of tasks in sophisticated benchmarks such as AppWorld. We present a reinforcement learning (RL) approach that trains IDAs directly in their target environments. We formalize this training as a partially observable Markov decision process and derive LOOP, a data- and memory-efficient variant of proximal policy optimization. LOOP uses no value network and maintains exactly one copy of the underlying LLM in memory, making its implementation straightforward and as memory-efficient as fine-tuning a single LLM. A 32-billion-parameter agent trained with LOOP in the AppWorld environment outperforms the much larger OpenAI o1 agent by 9 percentage points (15% relative). To our knowledge, this is the first reported application of RL to IDAs that interact with a stateful, multi-domain, multi-app environment via direct API calls. Our analysis sheds light on the effectiveness of RL in this area, showing that the agent learns to consult the API documentation, avoid unwarranted assumptions, minimize confabulation, and recover from setbacks.

Interactive Dialogue Agents via Reinforcement Learning on Hindsight Regenerations

Recent progress on large language models (LLMs) has enabled dialogue agents to generate highly naturalistic and plausible text. However, current LLM language generation focuses on responding accurately to questions and requests with a single effective response. In reality, many real dialogues are interactive, meaning an agent's utterances will influence their conversational partner, elicit information, or change their opinion. Accounting for how an agent can effectively steer a conversation is a crucial ability in many dialogue tasks, from healthcare to preference elicitation. Existing methods for fine-tuning dialogue agents to accomplish such tasks would rely on curating some amount of expert data. However, doing so often requires understanding the underlying cognitive processes of the conversational partner, which is a skill neither humans nor LLMs trained on human data can reliably do. Our key insight is that while LLMs may not be adept at identifying effective strategies for steering conversations a priori, or in the middle of an ongoing conversation, they can do so post-hoc, or in hindsight, after seeing how their conversational partner responds. We use this fact to rewrite and augment existing suboptimal data, and train via offline reinforcement learning (RL) an agent that outperforms both prompting and learning from unaltered human demonstrations. We apply our approach to two domains that require understanding human mental state, intelligent interaction, and persuasion: mental health support, and soliciting charitable donations. Our results in a user study with real humans show that our approach greatly outperforms existing state-of-the-art dialogue agents.

Human-in-the-loop Embodied Intelligence with Interactive Simulation Environment for Surgical Robot Learning

Surgical robot automation has attracted increasing research interest over the past decade, expecting its potential to benefit surgeons, nurses and patients. Recently, the learning paradigm of embodied intelligence has demonstrated promising ability to learn good control policies for various complex tasks, where embodied AI simulators play an essential role to facilitate relevant research. However, existing open-sourced simulators for surgical robot are still not sufficiently supporting human interactions through physical input devices, which further limits effective investigations on how the human demonstrations would affect policy learning. In this work, we study human-in-the-loop embodied intelligence with a new interactive simulation platform for surgical robot learning. Specifically, we establish our platform based on our previously released SurRoL simulator with several new features co-developed to allow high-quality human interaction via an input device. We showcase the improvement of our simulation environment with the designed new features, and validate effectiveness of incorporating human factors in embodied intelligence through the use of human demonstrations and reinforcement learning as a representative example. Promising results are obtained in terms of learning efficiency. Lastly, five new surgical robot training tasks are developed and released, with which we hope to pave the way for future research on surgical embodied intelligence. Our learning platform is publicly released and will be continuously updated in the website: https://med-air.github.io/SurRoL.

TalkToModel: Explaining Machine Learning Models with Interactive Natural Language Conversations

Machine Learning (ML) models are increasingly used to make critical decisions in real-world applications, yet they have become more complex, making them harder to understand. To this end, researchers have proposed several techniques to explain model predictions. However, practitioners struggle to use these explainability techniques because they often do not know which one to choose and how to interpret the results of the explanations. In this work, we address these challenges by introducing TalkToModel: an interactive dialogue system for explaining machine learning models through conversations. Specifically, TalkToModel comprises of three key components: 1) a natural language interface for engaging in conversations, making ML model explainability highly accessible, 2) a dialogue engine that adapts to any tabular model and dataset, interprets natural language, maps it to appropriate explanations, and generates text responses, and 3) an execution component that constructs the explanations. We carried out extensive quantitative and human subject evaluations of TalkToModel. Overall, we found the conversational system understands user inputs on novel datasets and models with high accuracy, demonstrating the system's capacity to generalize to new situations. In real-world evaluations with humans, 73% of healthcare workers (e.g., doctors and nurses) agreed they would use TalkToModel over baseline point-and-click systems for explainability in a disease prediction task, and 85% of ML professionals agreed TalkToModel was easier to use for computing explanations. Our findings demonstrate that TalkToModel is more effective for model explainability than existing systems, introducing a new category of explainability tools for practitioners. Code & demo released here: https://github.com/dylan-slack/TalkToModel.

NuClick: A Deep Learning Framework for Interactive Segmentation of Microscopy Images

Object segmentation is an important step in the workflow of computational pathology. Deep learning based models generally require large amount of labeled data for precise and reliable prediction. However, collecting labeled data is expensive because it often requires expert knowledge, particularly in medical imaging domain where labels are the result of a time-consuming analysis made by one or more human experts. As nuclei, cells and glands are fundamental objects for downstream analysis in computational pathology/cytology, in this paper we propose a simple CNN-based approach to speed up collecting annotations for these objects which requires minimum interaction from the annotator. We show that for nuclei and cells in histology and cytology images, one click inside each object is enough for NuClick to yield a precise annotation. For multicellular structures such as glands, we propose a novel approach to provide the NuClick with a squiggle as a guiding signal, enabling it to segment the glandular boundaries. These supervisory signals are fed to the network as auxiliary inputs along with RGB channels. With detailed experiments, we show that NuClick is adaptable to the object scale, robust against variations in the user input, adaptable to new domains, and delivers reliable annotations. An instance segmentation model trained on masks generated by NuClick achieved the first rank in LYON19 challenge. As exemplar outputs of our framework, we are releasing two datasets: 1) a dataset of lymphocyte annotations within IHC images, and 2) a dataset of segmented WBCs in blood smear images.

CNN Explainer: Learning Convolutional Neural Networks with Interactive Visualization

Deep learning's great success motivates many practitioners and students to learn about this exciting technology. However, it is often challenging for beginners to take their first step due to the complexity of understanding and applying deep learning. We present CNN Explainer, an interactive visualization tool designed for non-experts to learn and examine convolutional neural networks (CNNs), a foundational deep learning model architecture. Our tool addresses key challenges that novices face while learning about CNNs, which we identify from interviews with instructors and a survey with past students. CNN Explainer tightly integrates a model overview that summarizes a CNN's structure, and on-demand, dynamic visual explanation views that help users understand the underlying components of CNNs. Through smooth transitions across levels of abstraction, our tool enables users to inspect the interplay between low-level mathematical operations and high-level model structures. A qualitative user study shows that CNN Explainer helps users more easily understand the inner workings of CNNs, and is engaging and enjoyable to use. We also derive design lessons from our study. Developed using modern web technologies, CNN Explainer runs locally in users' web browsers without the need for installation or specialized hardware, broadening the public's education access to modern deep learning techniques.

MLE-Dojo: Interactive Environments for Empowering LLM Agents in Machine Learning Engineering

We introduce MLE-Dojo, a Gym-style framework for systematically reinforcement learning, evaluating, and improving autonomous large language model (LLM) agents in iterative machine learning engineering (MLE) workflows. Unlike existing benchmarks that primarily rely on static datasets or single-attempt evaluations, MLE-Dojo provides an interactive environment enabling agents to iteratively experiment, debug, and refine solutions through structured feedback loops. Built upon 200+ real-world Kaggle challenges, MLE-Dojo covers diverse, open-ended MLE tasks carefully curated to reflect realistic engineering scenarios such as data processing, architecture search, hyperparameter tuning, and code debugging. Its fully executable environment supports comprehensive agent training via both supervised fine-tuning and reinforcement learning, facilitating iterative experimentation, realistic data sampling, and real-time outcome verification. Extensive evaluations of eight frontier LLMs reveal that while current models achieve meaningful iterative improvements, they still exhibit significant limitations in autonomously generating long-horizon solutions and efficiently resolving complex errors. Furthermore, MLE-Dojo's flexible and extensible architecture seamlessly integrates diverse data sources, tools, and evaluation protocols, uniquely enabling model-based agent tuning and promoting interoperability, scalability, and reproducibility. We open-source our framework and benchmarks to foster community-driven innovation towards next-generation MLE agents.

GameFormer: Game-theoretic Modeling and Learning of Transformer-based Interactive Prediction and Planning for Autonomous Driving

Autonomous vehicles operating in complex real-world environments require accurate predictions of interactive behaviors between traffic participants. This paper tackles the interaction prediction problem by formulating it with hierarchical game theory and proposing the GameFormer model for its implementation. The model incorporates a Transformer encoder, which effectively models the relationships between scene elements, alongside a novel hierarchical Transformer decoder structure. At each decoding level, the decoder utilizes the prediction outcomes from the previous level, in addition to the shared environmental context, to iteratively refine the interaction process. Moreover, we propose a learning process that regulates an agent's behavior at the current level to respond to other agents' behaviors from the preceding level. Through comprehensive experiments on large-scale real-world driving datasets, we demonstrate the state-of-the-art accuracy of our model on the Waymo interaction prediction task. Additionally, we validate the model's capacity to jointly reason about the motion plan of the ego agent and the behaviors of multiple agents in both open-loop and closed-loop planning tests, outperforming various baseline methods. Furthermore, we evaluate the efficacy of our model on the nuPlan planning benchmark, where it achieves leading performance.

Interactive Model Cards: A Human-Centered Approach to Model Documentation

Deep learning models for natural language processing (NLP) are increasingly adopted and deployed by analysts without formal training in NLP or machine learning (ML). However, the documentation intended to convey the model's details and appropriate use is tailored primarily to individuals with ML or NLP expertise. To address this gap, we conduct a design inquiry into interactive model cards, which augment traditionally static model cards with affordances for exploring model documentation and interacting with the models themselves. Our investigation consists of an initial conceptual study with experts in ML, NLP, and AI Ethics, followed by a separate evaluative study with non-expert analysts who use ML models in their work. Using a semi-structured interview format coupled with a think-aloud protocol, we collected feedback from a total of 30 participants who engaged with different versions of standard and interactive model cards. Through a thematic analysis of the collected data, we identified several conceptual dimensions that summarize the strengths and limitations of standard and interactive model cards, including: stakeholders; design; guidance; understandability & interpretability; sensemaking & skepticism; and trust & safety. Our findings demonstrate the importance of carefully considered design and interactivity for orienting and supporting non-expert analysts using deep learning models, along with a need for consideration of broader sociotechnical contexts and organizational dynamics. We have also identified design elements, such as language, visual cues, and warnings, among others, that support interactivity and make non-interactive content accessible. We summarize our findings as design guidelines and discuss their implications for a human-centered approach towards AI/ML documentation.

Sound propagation in realistic interactive 3D scenes with parameterized sources using deep neural operators

We address the challenge of sound propagation simulations in 3D virtual rooms with moving sources, which have applications in virtual/augmented reality, game audio, and spatial computing. Solutions to the wave equation can describe wave phenomena such as diffraction and interference. However, simulating them using conventional numerical discretization methods with hundreds of source and receiver positions is intractable, making stimulating a sound field with moving sources impractical. To overcome this limitation, we propose using deep operator networks to approximate linear wave-equation operators. This enables the rapid prediction of sound propagation in realistic 3D acoustic scenes with moving sources, achieving millisecond-scale computations. By learning a compact surrogate model, we avoid the offline calculation and storage of impulse responses for all relevant source/listener pairs. Our experiments, including various complex scene geometries, show good agreement with reference solutions, with root mean squared errors ranging from 0.02 Pa to 0.10 Pa. Notably, our method signifies a paradigm shift as no prior machine learning approach has achieved precise predictions of complete wave fields within realistic domains. We anticipate that our findings will drive further exploration of deep neural operator methods, advancing research in immersive user experiences within virtual environments.

Interactive segmentation of medical images through fully convolutional neural networks

Image segmentation plays an essential role in medicine for both diagnostic and interventional tasks. Segmentation approaches are either manual, semi-automated or fully-automated. Manual segmentation offers full control over the quality of the results, but is tedious, time consuming and prone to operator bias. Fully automated methods require no human effort, but often deliver sub-optimal results without providing users with the means to make corrections. Semi-automated approaches keep users in control of the results by providing means for interaction, but the main challenge is to offer a good trade-off between precision and required interaction. In this paper we present a deep learning (DL) based semi-automated segmentation approach that aims to be a "smart" interactive tool for region of interest delineation in medical images. We demonstrate its use for segmenting multiple organs on computed tomography (CT) of the abdomen. Our approach solves some of the most pressing clinical challenges: (i) it requires only one to a few user clicks to deliver excellent 2D segmentations in a fast and reliable fashion; (ii) it can generalize to previously unseen structures and "corner cases"; (iii) it delivers results that can be corrected quickly in a smart and intuitive way up to an arbitrary degree of precision chosen by the user and (iv) ensures high accuracy. We present our approach and compare it to other techniques and previous work to show the advantages brought by our method.

OpenThinkIMG: Learning to Think with Images via Visual Tool Reinforcement Learning

While humans can flexibly leverage interactive visual cognition for complex problem-solving, enabling Large Vision-Language Models (LVLMs) to learn similarly adaptive behaviors with visual tools remains challenging. A significant hurdle is the current lack of standardized infrastructure, which hinders integrating diverse tools, generating rich interaction data, and training robust agents effectively. To address these gaps, we introduce OpenThinkIMG, the first open-source, comprehensive end-to-end framework for tool-augmented LVLMs. It features standardized vision tool interfaces, scalable trajectory generation for policy initialization, and a flexible training environment. Furthermore, considering supervised fine-tuning (SFT) on static demonstrations offers limited policy generalization for dynamic tool invocation, we propose a novel reinforcement learning (RL) framework V-ToolRL to train LVLMs to learn adaptive policies for invoking external vision tools. V-ToolRL enables LVLMs to autonomously discover optimal tool-usage strategies by directly optimizing for task success using feedback from tool interactions. We empirically validate V-ToolRL on challenging chart reasoning tasks. Our RL-trained agent, built upon a Qwen2-VL-2B, significantly outperforms its SFT-initialized counterpart (+28.83 points) and surpasses established supervised tool-learning baselines like Taco and CogCom by an average of +12.7 points. Notably, it also surpasses prominent closed-source models like GPT-4.1 by +8.68 accuracy points. We hope OpenThinkIMG can serve as a foundational framework for advancing dynamic, tool-augmented visual reasoning, helping the community develop AI agents that can genuinely "think with images".

STARLING: Self-supervised Training of Text-based Reinforcement Learning Agent with Large Language Models

Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or time-consuming to generate and do not train the RL agents to master a specific set of skills. In this work, we introduce an interactive environment for self-supervised RL, STARLING, for text-based games that bootstraps the text-based RL agents with automatically generated games (based on the seed set of game ideas) to boost the performance and generalization capabilities to reach a goal of the target environment. These games let the agent hone their skills on a predefined set of tasks. We create and test an environment with 100 games, generated using this automated framework that uses large language models (GPT-3) and an interactive fiction game engine (based on Inform7) to provide the user with the ability to generate more games under minimal human supervision. Experimental results based on both the human participants and baseline text-based RL agents reveal that current state-of-the-art text-based RL agents cannot use previously learned skills in new situations at the level humans can. These results enforce STARLING's potential to serve as a sandbox environment for further research in self-supervised text-based RL.

SocialML: machine learning for social media video creators

In the recent years, social media have become one of the main places where creative content is being published and consumed by billions of users. Contrary to traditional media, social media allow the publishers to receive almost instantaneous feedback regarding their creative work at an unprecedented scale. This is a perfect use case for machine learning methods that can use these massive amounts of data to provide content creators with inspirational ideas and constructive criticism of their work. In this work, we present a comprehensive overview of machine learning-empowered tools we developed for video creators at Group Nine Media - one of the major social media companies that creates short-form videos with over three billion views per month. Our main contribution is a set of tools that allow the creators to leverage massive amounts of data to improve their creation process, evaluate their videos before the publication and improve content quality. These applications include an interactive conversational bot that allows access to material archives, a Web-based application for automatic selection of optimal video thumbnail, as well as deep learning methods for optimizing headline and predicting video popularity. Our A/B tests show that deployment of our tools leads to significant increase of average video view count by 12.9%. Our additional contribution is a set of considerations collected during the deployment of those tools that can hel

Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches

3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.

Learning multi-domain feature relation for visible and Long-wave Infrared image patch matching

Recently, learning-based algorithms have achieved promising performance on cross-spectral image patch matching, which, however, is still far from satisfactory for practical application. On the one hand, a lack of large-scale dataset with diverse scenes haunts its further improvement for learning-based algorithms, whose performances and generalization rely heavily on the dataset size and diversity. On the other hand, more emphasis has been put on feature relation in the spatial domain whereas the scale dependency between features has often been ignored, leading to performance degeneration especially when encountering significant appearance variations for cross-spectral patches. To address these issues, we publish, to be best of our knowledge, the largest visible and Long-wave Infrared (LWIR) image patch matching dataset, termed VL-CMIM, which contains 1300 pairs of strictly aligned visible and LWIR images and over 2 million patch pairs covering diverse scenes such as asteroid, field, country, build, street and water.In addition, a multi-domain feature relation learning network (MD-FRN) is proposed. Input by the features extracted from a four-branch network, both feature relations in spatial and scale domains are learned via a spatial correlation module (SCM) and multi-scale adaptive aggregation module (MSAG), respectively. To further aggregate the multi-domain relations, a deep domain interactive mechanism (DIM) is applied, where the learnt spatial-relation and scale-relation features are exchanged and further input into MSCRM and SCM. This mechanism allows our model to learn interactive cross-domain feature relations, leading to improved robustness to significant appearance changes due to different modality.

A Critical Review of Recurrent Neural Networks for Sequence Learning

Countless learning tasks require dealing with sequential data. Image captioning, speech synthesis, and music generation all require that a model produce outputs that are sequences. In other domains, such as time series prediction, video analysis, and musical information retrieval, a model must learn from inputs that are sequences. Interactive tasks, such as translating natural language, engaging in dialogue, and controlling a robot, often demand both capabilities. Recurrent neural networks (RNNs) are connectionist models that capture the dynamics of sequences via cycles in the network of nodes. Unlike standard feedforward neural networks, recurrent networks retain a state that can represent information from an arbitrarily long context window. Although recurrent neural networks have traditionally been difficult to train, and often contain millions of parameters, recent advances in network architectures, optimization techniques, and parallel computation have enabled successful large-scale learning with them. In recent years, systems based on long short-term memory (LSTM) and bidirectional (BRNN) architectures have demonstrated ground-breaking performance on tasks as varied as image captioning, language translation, and handwriting recognition. In this survey, we review and synthesize the research that over the past three decades first yielded and then made practical these powerful learning models. When appropriate, we reconcile conflicting notation and nomenclature. Our goal is to provide a self-contained explication of the state of the art together with a historical perspective and references to primary research.

Redefining Robot Generalization Through Interactive Intelligence

Recent advances in large-scale machine learning have produced high-capacity foundation models capable of adapting to a broad array of downstream tasks. While such models hold great promise for robotics, the prevailing paradigm still portrays robots as single, autonomous decision-makers, performing tasks like manipulation and navigation, with limited human involvement. However, a large class of real-world robotic systems, including wearable robotics (e.g., prostheses, orthoses, exoskeletons), teleoperation, and neural interfaces, are semiautonomous, and require ongoing interactive coordination with human partners, challenging single-agent assumptions. In this position paper, we argue that robot foundation models must evolve to an interactive multi-agent perspective in order to handle the complexities of real-time human-robot co-adaptation. We propose a generalizable, neuroscience-inspired architecture encompassing four modules: (1) a multimodal sensing module informed by sensorimotor integration principles, (2) an ad-hoc teamwork model reminiscent of joint-action frameworks in cognitive science, (3) a predictive world belief model grounded in internal model theories of motor control, and (4) a memory/feedback mechanism that echoes concepts of Hebbian and reinforcement-based plasticity. Although illustrated through the lens of cyborg systems, where wearable devices and human physiology are inseparably intertwined, the proposed framework is broadly applicable to robots operating in semi-autonomous or interactive contexts. By moving beyond single-agent designs, our position emphasizes how foundation models in robotics can achieve a more robust, personalized, and anticipatory level of performance.

CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition

Skeleton-based multi-entity action recognition is a challenging task aiming to identify interactive actions or group activities involving multiple diverse entities. Existing models for individuals often fall short in this task due to the inherent distribution discrepancies among entity skeletons, leading to suboptimal backbone optimization. To this end, we introduce a Convex Hull Adaptive Shift based multi-Entity action recognition method (CHASE), which mitigates inter-entity distribution gaps and unbiases subsequent backbones. Specifically, CHASE comprises a learnable parameterized network and an auxiliary objective. The parameterized network achieves plausible, sample-adaptive repositioning of skeleton sequences through two key components. First, the Implicit Convex Hull Constrained Adaptive Shift ensures that the new origin of the coordinate system is within the skeleton convex hull. Second, the Coefficient Learning Block provides a lightweight parameterization of the mapping from skeleton sequences to their specific coefficients in convex combinations. Moreover, to guide the optimization of this network for discrepancy minimization, we propose the Mini-batch Pair-wise Maximum Mean Discrepancy as the additional objective. CHASE operates as a sample-adaptive normalization method to mitigate inter-entity distribution discrepancies, thereby reducing data bias and improving the subsequent classifier's multi-entity action recognition performance. Extensive experiments on six datasets, including NTU Mutual 11/26, H2O, Assembly101, Collective Activity and Volleyball, consistently verify our approach by seamlessly adapting to single-entity backbones and boosting their performance in multi-entity scenarios. Our code is publicly available at https://github.com/Necolizer/CHASE .

Evaluating Machine Learning Models with NERO: Non-Equivariance Revealed on Orbits

Proper evaluations are crucial for better understanding, troubleshooting, interpreting model behaviors and further improving model performance. While using scalar-based error metrics provides a fast way to overview model performance, they are often too abstract to display certain weak spots and lack information regarding important model properties, such as robustness. This not only hinders machine learning models from being more interpretable and gaining trust, but also can be misleading to both model developers and users. Additionally, conventional evaluation procedures often leave researchers unclear about where and how model fails, which complicates model comparisons and further developments. To address these issues, we propose a novel evaluation workflow, named Non-Equivariance Revealed on Orbits (NERO) Evaluation. The goal of NERO evaluation is to turn focus from traditional scalar-based metrics onto evaluating and visualizing models equivariance, closely capturing model robustness, as well as to allow researchers quickly investigating interesting or unexpected model behaviors. NERO evaluation is consist of a task-agnostic interactive interface and a set of visualizations, called NERO plots, which reveals the equivariance property of the model. Case studies on how NERO evaluation can be applied to multiple research areas, including 2D digit recognition, object detection, particle image velocimetry (PIV), and 3D point cloud classification, demonstrate that NERO evaluation can quickly illustrate different model equivariance, and effectively explain model behaviors through interactive visualizations of the model outputs. In addition, we propose consensus, an alternative to ground truths, to be used in NERO evaluation so that model equivariance can still be evaluated with new, unlabeled datasets.

Chat-REC: Towards Interactive and Explainable LLMs-Augmented Recommender System

Large language models (LLMs) have demonstrated their significant potential to be applied for addressing various application tasks. However, traditional recommender systems continue to face great challenges such as poor interactivity and explainability, which actually also hinder their broad deployment in real-world systems. To address these limitations, this paper proposes a novel paradigm called Chat-Rec (ChatGPT Augmented Recommender System) that innovatively augments LLMs for building conversational recommender systems by converting user profiles and historical interactions into prompts. Chat-Rec is demonstrated to be effective in learning user preferences and establishing connections between users and products through in-context learning, which also makes the recommendation process more interactive and explainable. What's more, within the Chat-Rec framework, user's preferences can transfer to different products for cross-domain recommendations, and prompt-based injection of information into LLMs can also handle the cold-start scenarios with new items. In our experiments, Chat-Rec effectively improve the results of top-k recommendations and performs better in zero-shot rating prediction task. Chat-Rec offers a novel approach to improving recommender systems and presents new practical scenarios for the implementation of AIGC (AI generated content) in recommender system studies.

Interactive Segmentation as Gaussian Process Classification

Click-based interactive segmentation (IS) aims to extract the target objects under user interaction. For this task, most of the current deep learning (DL)-based methods mainly follow the general pipelines of semantic segmentation. Albeit achieving promising performance, they do not fully and explicitly utilize and propagate the click information, inevitably leading to unsatisfactory segmentation results, even at clicked points. Against this issue, in this paper, we propose to formulate the IS task as a Gaussian process (GP)-based pixel-wise binary classification model on each image. To solve this model, we utilize amortized variational inference to approximate the intractable GP posterior in a data-driven manner and then decouple the approximated GP posterior into double space forms for efficient sampling with linear complexity. Then, we correspondingly construct a GP classification framework, named GPCIS, which is integrated with the deep kernel learning mechanism for more flexibility. The main specificities of the proposed GPCIS lie in: 1) Under the explicit guidance of the derived GP posterior, the information contained in clicks can be finely propagated to the entire image and then boost the segmentation; 2) The accuracy of predictions at clicks has good theoretical support. These merits of GPCIS as well as its good generality and high efficiency are substantiated by comprehensive experiments on several benchmarks, as compared with representative methods both quantitatively and qualitatively.

MEM1: Learning to Synergize Memory and Reasoning for Efficient Long-Horizon Agents

Modern language agents must operate over long-horizon, multi-turn interactions, where they retrieve external information, adapt to observations, and answer interdependent queries. Yet, most LLM systems rely on full-context prompting, appending all past turns regardless of their relevance. This leads to unbounded memory growth, increased computational costs, and degraded reasoning performance on out-of-distribution input lengths. We introduce MEM1, an end-to-end reinforcement learning framework that enables agents to operate with constant memory across long multi-turn tasks. At each turn, MEM1 updates a compact shared internal state that jointly supports memory consolidation and reasoning. This state integrates prior memory with new observations from the environment while strategically discarding irrelevant or redundant information. To support training in more realistic and compositional settings, we propose a simple yet effective and scalable approach to constructing multi-turn environments by composing existing datasets into arbitrarily complex task sequences. Experiments across three domains, including internal retrieval QA, open-domain web QA, and multi-turn web shopping, show that MEM1-7B improves performance by 3.5x while reducing memory usage by 3.7x compared to Qwen2.5-14B-Instruct on a 16-objective multi-hop QA task, and generalizes beyond the training horizon. Our results demonstrate the promise of reasoning-driven memory consolidation as a scalable alternative to existing solutions for training long-horizon interactive agents, where both efficiency and performance are optimized.

Talking Models: Distill Pre-trained Knowledge to Downstream Models via Interactive Communication

Many recent breakthroughs in machine learning have been enabled by the pre-trained foundation models. By scaling up model parameters, training data, and computation resources, foundation models have significantly advanced the state-of-the-art in many applications. However, it is still an open question of how to use these models to perform downstream tasks efficiently. Knowledge distillation (KD) has been explored to tackle this challenge. KD transfers knowledge from a large teacher model to a smaller student model. While KD has been successful in improving student model performance, recent research has discovered that a powerful teacher does not necessarily lead to a powerful student, due to their huge capacity gap. In addition, the potential distribution shifts between the pre-training data and downstream tasks can make knowledge transfer in KD sub-optimal for improving downstream task performance. In this paper, we extend KD with an interactive communication process to help students of downstream tasks learn effectively from pre-trained foundation models. Our design is inspired by the way humans learn from teachers who can explain knowledge in a way that meets the students' needs. Specifically, we let each model (i.e., student and teacher) train two components: (1) an encoder encoding the model's hidden states to a message and (2) a decoder decoding any messages to its own hidden states. With encoder and decoder, not only can the teacher transfer rich information by encoding its hidden states, but also the student can send messages with information of downstream tasks to the teacher. Therefore, knowledge passing from teacher to student can be tailored to the student's capacity and downstream tasks' distributions. We conducted experiments on benchmark datasets to show that our communication mechanism outperforms state-of-the-art distillation techniques.

DiSa: Directional Saliency-Aware Prompt Learning for Generalizable Vision-Language Models

Prompt learning has emerged as a powerful paradigm for adapting vision-language models such as CLIP to downstream tasks. However, existing methods often overfit to seen data, leading to significant performance degradation when generalizing to novel classes or unseen domains. To address this limitation, we propose DiSa, a Directional Saliency-Aware Prompt Learning framework that integrates two complementary regularization strategies to enhance generalization. First, our Cross-Interactive Regularization (CIR) fosters cross-modal alignment by enabling cooperative learning between prompted and frozen encoders. Within CIR, a saliency-aware masking strategy guides the image encoder to prioritize semantically critical image regions, reducing reliance on less informative patches. Second, we introduce a directional regularization strategy that aligns visual embeddings with class-wise prototype features in a directional manner to prioritize consistency in feature orientation over strict proximity. This approach ensures robust generalization by leveraging stable prototype directions derived from class-mean statistics. Extensive evaluations on 11 diverse image classification benchmarks demonstrate that DiSa consistently outperforms state-of-the-art prompt learning methods across various settings, including base-to-novel generalization, cross-dataset transfer, domain generalization, and few-shot learning.

Fine-Tuned Large Language Model for Visualization System: A Study on Self-Regulated Learning in Education

Large Language Models (LLMs) have shown great potential in intelligent visualization systems, especially for domain-specific applications. Integrating LLMs into visualization systems presents challenges, and we categorize these challenges into three alignments: domain problems with LLMs, visualization with LLMs, and interaction with LLMs. To achieve these alignments, we propose a framework and outline a workflow to guide the application of fine-tuned LLMs to enhance visual interactions for domain-specific tasks. These alignment challenges are critical in education because of the need for an intelligent visualization system to support beginners' self-regulated learning. Therefore, we apply the framework to education and introduce Tailor-Mind, an interactive visualization system designed to facilitate self-regulated learning for artificial intelligence beginners. Drawing on insights from a preliminary study, we identify self-regulated learning tasks and fine-tuning objectives to guide visualization design and tuning data construction. Our focus on aligning visualization with fine-tuned LLM makes Tailor-Mind more like a personalized tutor. Tailor-Mind also supports interactive recommendations to help beginners better achieve their learning goals. Model performance evaluations and user studies confirm that Tailor-Mind improves the self-regulated learning experience, effectively validating the proposed framework.

Hawk: Learning to Understand Open-World Video Anomalies

Video Anomaly Detection (VAD) systems can autonomously monitor and identify disturbances, reducing the need for manual labor and associated costs. However, current VAD systems are often limited by their superficial semantic understanding of scenes and minimal user interaction. Additionally, the prevalent data scarcity in existing datasets restricts their applicability in open-world scenarios. In this paper, we introduce Hawk, a novel framework that leverages interactive large Visual Language Models (VLM) to interpret video anomalies precisely. Recognizing the difference in motion information between abnormal and normal videos, Hawk explicitly integrates motion modality to enhance anomaly identification. To reinforce motion attention, we construct an auxiliary consistency loss within the motion and video space, guiding the video branch to focus on the motion modality. Moreover, to improve the interpretation of motion-to-language, we establish a clear supervisory relationship between motion and its linguistic representation. Furthermore, we have annotated over 8,000 anomaly videos with language descriptions, enabling effective training across diverse open-world scenarios, and also created 8,000 question-answering pairs for users' open-world questions. The final results demonstrate that Hawk achieves SOTA performance, surpassing existing baselines in both video description generation and question-answering. Our codes/dataset/demo will be released at https://github.com/jqtangust/hawk.

ScribblePrompt: Fast and Flexible Interactive Segmentation for Any Medical Image

Semantic medical image segmentation is a crucial part of both scientific research and clinical care. With enough labelled data, deep learning models can be trained to accurately automate specific medical image segmentation tasks. However, manually segmenting images to create training data is highly labor intensive. In this paper, we present ScribblePrompt, an interactive segmentation framework for medical imaging that enables human annotators to segment unseen structures using scribbles, clicks, and bounding boxes. Scribbles are an intuitive and effective form of user interaction for complex tasks, however most existing methods focus on click-based interactions. We introduce algorithms for simulating realistic scribbles that enable training models that are amenable to multiple types of interaction. To achieve generalization to new tasks, we train on a diverse collection of 65 open-access biomedical datasets -- using both real and synthetic labels. We test ScribblePrompt on multiple network architectures and unseen datasets, and demonstrate that it can be used in real-time on a single CPU. We evaluate ScribblePrompt using manually-collected scribbles, simulated interactions, and a user study. ScribblePrompt outperforms existing methods in all our evaluations. In the user study, ScribblePrompt reduced annotation time by 28% while improving Dice by 15% compared to existing methods. We showcase ScribblePrompt in an online demo and provide code at https://scribbleprompt.csail.mit.edu

Interactive Spatiotemporal Token Attention Network for Skeleton-based General Interactive Action Recognition

Recognizing interactive action plays an important role in human-robot interaction and collaboration. Previous methods use late fusion and co-attention mechanism to capture interactive relations, which have limited learning capability or inefficiency to adapt to more interacting entities. With assumption that priors of each entity are already known, they also lack evaluations on a more general setting addressing the diversity of subjects. To address these problems, we propose an Interactive Spatiotemporal Token Attention Network (ISTA-Net), which simultaneously model spatial, temporal, and interactive relations. Specifically, our network contains a tokenizer to partition Interactive Spatiotemporal Tokens (ISTs), which is a unified way to represent motions of multiple diverse entities. By extending the entity dimension, ISTs provide better interactive representations. To jointly learn along three dimensions in ISTs, multi-head self-attention blocks integrated with 3D convolutions are designed to capture inter-token correlations. When modeling correlations, a strict entity ordering is usually irrelevant for recognizing interactive actions. To this end, Entity Rearrangement is proposed to eliminate the orderliness in ISTs for interchangeable entities. Extensive experiments on four datasets verify the effectiveness of ISTA-Net by outperforming state-of-the-art methods. Our code is publicly available at https://github.com/Necolizer/ISTA-Net

InterCode: Standardizing and Benchmarking Interactive Coding with Execution Feedback

Humans write code in a fundamentally interactive manner and rely on constant execution feedback to correct errors, resolve ambiguities, and decompose tasks. While LLMs have recently exhibited promising coding capabilities, current coding benchmarks mostly consider a static instruction-to-code sequence transduction process, which has the potential for error propagation and a disconnect between the generated code and its final execution environment. To address this gap, we introduce InterCode, a lightweight, flexible, and easy-to-use framework of interactive coding as a standard reinforcement learning (RL) environment, with code as actions and execution feedback as observations. Our framework is language and platform agnostic, uses self-contained Docker environments to provide safe and reproducible execution, and is compatible out-of-the-box with traditional seq2seq coding methods, while enabling the development of new methods for interactive code generation. We use InterCode to create two interactive code environments with Bash and SQL as action spaces, leveraging data from the static Spider and NL2Bash datasets. We demonstrate InterCode's viability as a testbed by evaluating multiple state-of-the-art LLMs configured with different prompting strategies such as ReAct and Plan & Solve. Our results showcase the benefits of interactive code generation and demonstrate that InterCode can serve as a challenging benchmark for advancing code understanding and generation capabilities. InterCode is designed to be easily extensible and can even be used to incorporate new tasks such as Capture the Flag, a popular coding puzzle that is inherently multi-step and involves multiple programming languages. Project site with code and data: https://intercode-benchmark.github.io

Knowledge-enhanced Agents for Interactive Text Games

Communication via natural language is a crucial aspect of intelligence, and it requires computational models to learn and reason about world concepts, with varying levels of supervision. While there has been significant progress made on fully-supervised non-interactive tasks, such as question-answering and procedural text understanding, much of the community has turned to various sequential interactive tasks, as in semi-Markov text-based games, which have revealed limitations of existing approaches in terms of coherence, contextual awareness, and their ability to learn effectively from the environment. In this paper, we propose a framework for enabling improved functional grounding of agents in text-based games. Specifically, we consider two forms of domain knowledge that we inject into learning-based agents: memory of previous correct actions and affordances of relevant objects in the environment. Our framework supports three representative model classes: `pure' reinforcement learning (RL) agents, RL agents enhanced with knowledge graphs, and agents equipped with language models. Furthermore, we devise multiple injection strategies for the above domain knowledge types and agent architectures, including injection via knowledge graphs and augmentation of the existing input encoding strategies. We perform all experiments on the ScienceWorld text-based game environment, to illustrate the performance of various model configurations in challenging science-related instruction-following tasks. Our findings provide crucial insights on the development of effective natural language processing systems for interactive contexts.

RoboNinja: Learning an Adaptive Cutting Policy for Multi-Material Objects

We introduce RoboNinja, a learning-based cutting system for multi-material objects (i.e., soft objects with rigid cores such as avocados or mangos). In contrast to prior works using open-loop cutting actions to cut through single-material objects (e.g., slicing a cucumber), RoboNinja aims to remove the soft part of an object while preserving the rigid core, thereby maximizing the yield. To achieve this, our system closes the perception-action loop by utilizing an interactive state estimator and an adaptive cutting policy. The system first employs sparse collision information to iteratively estimate the position and geometry of an object's core and then generates closed-loop cutting actions based on the estimated state and a tolerance value. The "adaptiveness" of the policy is achieved through the tolerance value, which modulates the policy's conservativeness when encountering collisions, maintaining an adaptive safety distance from the estimated core. Learning such cutting skills directly on a real-world robot is challenging. Yet, existing simulators are limited in simulating multi-material objects or computing the energy consumption during the cutting process. To address this issue, we develop a differentiable cutting simulator that supports multi-material coupling and allows for the generation of optimized trajectories as demonstrations for policy learning. Furthermore, by using a low-cost force sensor to capture collision feedback, we were able to successfully deploy the learned model in real-world scenarios, including objects with diverse core geometries and soft materials.

ARIG: Autoregressive Interactive Head Generation for Real-time Conversations

Face-to-face communication, as a common human activity, motivates the research on interactive head generation. A virtual agent can generate motion responses with both listening and speaking capabilities based on the audio or motion signals of the other user and itself. However, previous clip-wise generation paradigm or explicit listener/speaker generator-switching methods have limitations in future signal acquisition, contextual behavioral understanding, and switching smoothness, making it challenging to be real-time and realistic. In this paper, we propose an autoregressive (AR) based frame-wise framework called ARIG to realize the real-time generation with better interaction realism. To achieve real-time generation, we model motion prediction as a non-vector-quantized AR process. Unlike discrete codebook-index prediction, we represent motion distribution using diffusion procedure, achieving more accurate predictions in continuous space. To improve interaction realism, we emphasize interactive behavior understanding (IBU) and detailed conversational state understanding (CSU). In IBU, based on dual-track dual-modal signals, we summarize short-range behaviors through bidirectional-integrated learning and perform contextual understanding over long ranges. In CSU, we use voice activity signals and context features of IBU to understand the various states (interruption, feedback, pause, etc.) that exist in actual conversations. These serve as conditions for the final progressive motion prediction. Extensive experiments have verified the effectiveness of our model.

LeanAgent: Lifelong Learning for Formal Theorem Proving

Large Language Models (LLMs) have been successful in mathematical reasoning tasks such as formal theorem proving when integrated with interactive proof assistants like Lean. Existing approaches involve training or fine-tuning an LLM on a specific dataset to perform well on particular domains, such as undergraduate-level mathematics. These methods struggle with generalizability to advanced mathematics. A fundamental limitation is that these approaches operate on static domains, failing to capture how mathematicians often work across multiple domains and projects simultaneously or cyclically. We present LeanAgent, a novel lifelong learning framework for theorem proving that continuously generalizes to and improves on ever-expanding mathematical knowledge without forgetting previously learned knowledge. LeanAgent introduces several key innovations, including a curriculum learning strategy that optimizes the learning trajectory in terms of mathematical difficulty, a dynamic database for efficient management of evolving mathematical knowledge, and progressive training to balance stability and plasticity. LeanAgent successfully proves 162 theorems previously unproved by humans across 23 diverse Lean repositories, many from advanced mathematics. It performs up to 11times better than the static LLM baseline, proving challenging theorems in domains like abstract algebra and algebraic topology while showcasing a clear progression of learning from basic concepts to advanced topics. In addition, we analyze LeanAgent's superior performance on key lifelong learning metrics. LeanAgent achieves exceptional scores in stability and backward transfer, where learning new tasks improves performance on previously learned tasks. This emphasizes LeanAgent's continuous generalizability and improvement, explaining its superior theorem proving performance.

UrbanSAM: Learning Invariance-Inspired Adapters for Segment Anything Models in Urban Construction

Object extraction and segmentation from remote sensing (RS) images is a critical yet challenging task in urban environment monitoring. Urban morphology is inherently complex, with irregular objects of diverse shapes and varying scales. These challenges are amplified by heterogeneity and scale disparities across RS data sources, including sensors, platforms, and modalities, making accurate object segmentation particularly demanding. While the Segment Anything Model (SAM) has shown significant potential in segmenting complex scenes, its performance in handling form-varying objects remains limited due to manual-interactive prompting. To this end, we propose UrbanSAM, a customized version of SAM specifically designed to analyze complex urban environments while tackling scaling effects from remotely sensed observations. Inspired by multi-resolution analysis (MRA) theory, UrbanSAM incorporates a novel learnable prompter equipped with a Uscaling-Adapter that adheres to the invariance criterion, enabling the model to capture multiscale contextual information of objects and adapt to arbitrary scale variations with theoretical guarantees. Furthermore, features from the Uscaling-Adapter and the trunk encoder are aligned through a masked cross-attention operation, allowing the trunk encoder to inherit the adapter's multiscale aggregation capability. This synergy enhances the segmentation performance, resulting in more powerful and accurate outputs, supported by the learned adapter. Extensive experimental results demonstrate the flexibility and superior segmentation performance of the proposed UrbanSAM on a global-scale dataset, encompassing scale-varying urban objects such as buildings, roads, and water.

SymAgent: A Neural-Symbolic Self-Learning Agent Framework for Complex Reasoning over Knowledge Graphs

Recent advancements have highlighted that Large Language Models (LLMs) are prone to hallucinations when solving complex reasoning problems, leading to erroneous results. To tackle this issue, researchers incorporate Knowledge Graphs (KGs) to improve the reasoning ability of LLMs. However, existing methods face two limitations: 1) they typically assume that all answers to the questions are contained in KGs, neglecting the incompleteness issue of KGs, and 2) they treat the KG as a static repository and overlook the implicit logical reasoning structures inherent in KGs. In this paper, we introduce SymAgent, an innovative neural-symbolic agent framework that achieves collaborative augmentation between KGs and LLMs. We conceptualize KGs as dynamic environments and transform complex reasoning tasks into a multi-step interactive process, enabling KGs to participate deeply in the reasoning process. SymAgent consists of two modules: Agent-Planner and Agent-Executor. The Agent-Planner leverages LLM's inductive reasoning capability to extract symbolic rules from KGs, guiding efficient question decomposition. The Agent-Executor autonomously invokes predefined action tools to integrate information from KGs and external documents, addressing the issues of KG incompleteness. Furthermore, we design a self-learning framework comprising online exploration and offline iterative policy updating phases, enabling the agent to automatically synthesize reasoning trajectories and improve performance. Experimental results demonstrate that SymAgent with weak LLM backbones (i.e., 7B series) yields better or comparable performance compared to various strong baselines. Further analysis reveals that our agent can identify missing triples, facilitating automatic KG updates.

Chat2Layout: Interactive 3D Furniture Layout with a Multimodal LLM

Automatic furniture layout is long desired for convenient interior design. Leveraging the remarkable visual reasoning capabilities of multimodal large language models (MLLMs), recent methods address layout generation in a static manner, lacking the feedback-driven refinement essential for interactive user engagement. We introduce Chat2Layout, a novel interactive furniture layout generation system that extends the functionality of MLLMs into the realm of interactive layout design. To achieve this, we establish a unified vision-question paradigm for in-context learning, enabling seamless communication with MLLMs to steer their behavior without altering model weights. Within this framework, we present a novel training-free visual prompting mechanism. This involves a visual-text prompting technique that assist MLLMs in reasoning about plausible layout plans, followed by an Offline-to-Online search (O2O-Search) method, which automatically identifies the minimal set of informative references to provide exemplars for visual-text prompting. By employing an agent system with MLLMs as the core controller, we enable bidirectional interaction. The agent not only comprehends the 3D environment and user requirements through linguistic and visual perception but also plans tasks and reasons about actions to generate and arrange furniture within the virtual space. Furthermore, the agent iteratively updates based on visual feedback from execution results. Experimental results demonstrate that our approach facilitates language-interactive generation and arrangement for diverse and complex 3D furniture.

Italian Crossword Generator: Enhancing Education through Interactive Word Puzzles

Educational crosswords offer numerous benefits for students, including increased engagement, improved understanding, critical thinking, and memory retention. Creating high-quality educational crosswords can be challenging, but recent advances in natural language processing and machine learning have made it possible to use language models to generate nice wordplays. The exploitation of cutting-edge language models like GPT3-DaVinci, GPT3-Curie, GPT3-Babbage, GPT3-Ada, and BERT-uncased has led to the development of a comprehensive system for generating and verifying crossword clues. A large dataset of clue-answer pairs was compiled to fine-tune the models in a supervised manner to generate original and challenging clues from a given keyword. On the other hand, for generating crossword clues from a given text, Zero/Few-shot learning techniques were used to extract clues from the input text, adding variety and creativity to the puzzles. We employed the fine-tuned model to generate data and labeled the acceptability of clue-answer parts with human supervision. To ensure quality, we developed a classifier by fine-tuning existing language models on the labeled dataset. Conversely, to assess the quality of clues generated from the given text using zero/few-shot learning, we employed a zero-shot learning approach to check the quality of generated clues. The results of the evaluation have been very promising, demonstrating the effectiveness of the approach in creating high-standard educational crosswords that offer students engaging and rewarding learning experiences.

Pre-Trained Language Models for Interactive Decision-Making

Language model (LM) pre-training is useful in many language processing tasks. But can pre-trained LMs be further leveraged for more general machine learning problems? We propose an approach for using LMs to scaffold learning and generalization in general sequential decision-making problems. In this approach, goals and observations are represented as a sequence of embeddings, and a policy network initialized with a pre-trained LM predicts the next action. We demonstrate that this framework enables effective combinatorial generalization across different environments and supervisory modalities. We begin by assuming access to a set of expert demonstrations, and show that initializing policies with LMs and fine-tuning them via behavior cloning improves task completion rates by 43.6% in the VirtualHome environment. Next, we integrate an active data gathering procedure in which agents iteratively interact with the environment, relabel past "failed" experiences with new goals, and update their policies in a self-supervised loop. Active data gathering further improves combinatorial generalization, outperforming the best baseline by 25.1%. Finally, we explain these results by investigating three possible factors underlying the effectiveness of the LM-based policy. We find that sequential input representations (vs. fixed-dimensional feature vectors) and LM-based weight initialization are both important for generalization. Surprisingly, however, the format of the policy inputs encoding (e.g. as a natural language string vs. an arbitrary sequential encoding) has little influence. Together, these results suggest that language modeling induces representations that are useful for modeling not just language, but also goals and plans; these representations can aid learning and generalization even outside of language processing.

VITA: Towards Open-Source Interactive Omni Multimodal LLM

The remarkable multimodal capabilities and interactive experience of GPT-4o underscore their necessity in practical applications, yet open-source models rarely excel in both areas. In this paper, we introduce VITA, the first-ever open-source Multimodal Large Language Model (MLLM) adept at simultaneous processing and analysis of Video, Image, Text, and Audio modalities, and meanwhile has an advanced multimodal interactive experience. Starting from Mixtral 8x7B as a language foundation, we expand its Chinese vocabulary followed by bilingual instruction tuning. We further endow the language model with visual and audio capabilities through two-stage multi-task learning of multimodal alignment and instruction tuning. VITA demonstrates robust foundational capabilities of multilingual, vision, and audio understanding, as evidenced by its strong performance across a range of both unimodal and multimodal benchmarks. Beyond foundational capabilities, we have made considerable progress in enhancing the natural multimodal human-computer interaction experience. To the best of our knowledge, we are the first to exploit non-awakening interaction and audio interrupt in MLLM. VITA is the first step for the open-source community to explore the seamless integration of multimodal understanding and interaction. While there is still lots of work to be done on VITA to get close to close-source counterparts, we hope that its role as a pioneer can serve as a cornerstone for subsequent research. Project Page: https://vita-home.github.io.

Lumos: Learning Agents with Unified Data, Modular Design, and Open-Source LLMs

We introduce Lumos, a novel framework for training language agents that employs a unified data format and a modular architecture based on open-source large language models (LLMs). Lumos consists of three distinct modules: planning, grounding, and execution. The planning module breaks down a task into a series of high-level, tool-agnostic subgoals, which are then made specific by the grounding module through a set of low-level actions. These actions are subsequently executed by the execution module, utilizing a range of off-the-shelf tools and APIs. In order to train these modules effectively, high-quality annotations of subgoals and actions were collected and are made available for fine-tuning open-source LLMs for various tasks such as complex question answering, web tasks, and math problems. Leveraging this unified data and modular design, Lumos not only achieves comparable or superior performance to current, state-of-the-art agents, but also exhibits several key advantages: (1) Lumos surpasses GPT-4/3.5-based agents in complex question answering and web tasks, while equalling the performance of significantly larger LLM agents on math tasks; (2) Lumos outperforms open-source agents created through conventional training methods and those using chain-of-thoughts training; and (3) Lumos is capable of effectively generalizing to unseen interactive tasks, outperforming larger LLM-based agents and even exceeding performance of specialized agents.

RecurrentGPT: Interactive Generation of (Arbitrarily) Long Text

The fixed-size context of Transformer makes GPT models incapable of generating arbitrarily long text. In this paper, we introduce RecurrentGPT, a language-based simulacrum of the recurrence mechanism in RNNs. RecurrentGPT is built upon a large language model (LLM) such as ChatGPT and uses natural language to simulate the Long Short-Term Memory mechanism in an LSTM. At each timestep, RecurrentGPT generates a paragraph of text and updates its language-based long-short term memory stored on the hard drive and the prompt, respectively. This recurrence mechanism enables RecurrentGPT to generate texts of arbitrary length without forgetting. Since human users can easily observe and edit the natural language memories, RecurrentGPT is interpretable and enables interactive generation of long text. RecurrentGPT is an initial step towards next-generation computer-assisted writing systems beyond local editing suggestions. In addition to producing AI-generated content (AIGC), we also demonstrate the possibility of using RecurrentGPT as an interactive fiction that directly interacts with consumers. We call this usage of generative models by ``AI As Contents'' (AIAC), which we believe is the next form of conventional AIGC. We further demonstrate the possibility of using RecurrentGPT to create personalized interactive fiction that directly interacts with readers instead of interacting with writers. More broadly, RecurrentGPT demonstrates the utility of borrowing ideas from popular model designs in cognitive science and deep learning for prompting LLMs. Our code is available at https://github.com/aiwaves-cn/RecurrentGPT and an online demo is available at https://www.aiwaves.org/recurrentgpt.

GraCo: Granularity-Controllable Interactive Segmentation

Interactive Segmentation (IS) segments specific objects or parts in the image according to user input. Current IS pipelines fall into two categories: single-granularity output and multi-granularity output. The latter aims to alleviate the spatial ambiguity present in the former. However, the multi-granularity output pipeline suffers from limited interaction flexibility and produces redundant results. In this work, we introduce Granularity-Controllable Interactive Segmentation (GraCo), a novel approach that allows precise control of prediction granularity by introducing additional parameters to input. This enhances the customization of the interactive system and eliminates redundancy while resolving ambiguity. Nevertheless, the exorbitant cost of annotating multi-granularity masks and the lack of available datasets with granularity annotations make it difficult for models to acquire the necessary guidance to control output granularity. To address this problem, we design an any-granularity mask generator that exploits the semantic property of the pre-trained IS model to automatically generate abundant mask-granularity pairs without requiring additional manual annotation. Based on these pairs, we propose a granularity-controllable learning strategy that efficiently imparts the granularity controllability to the IS model. Extensive experiments on intricate scenarios at object and part levels demonstrate that our GraCo has significant advantages over previous methods. This highlights the potential of GraCo to be a flexible annotation tool, capable of adapting to diverse segmentation scenarios. The project page: https://zhao-yian.github.io/GraCo.

Interactive Natural Language Processing

Interactive Natural Language Processing (iNLP) has emerged as a novel paradigm within the field of NLP, aimed at addressing limitations in existing frameworks while aligning with the ultimate goals of artificial intelligence. This paradigm considers language models as agents capable of observing, acting, and receiving feedback iteratively from external entities. Specifically, language models in this context can: (1) interact with humans for better understanding and addressing user needs, personalizing responses, aligning with human values, and improving the overall user experience; (2) interact with knowledge bases for enriching language representations with factual knowledge, enhancing the contextual relevance of responses, and dynamically leveraging external information to generate more accurate and informed responses; (3) interact with models and tools for effectively decomposing and addressing complex tasks, leveraging specialized expertise for specific subtasks, and fostering the simulation of social behaviors; and (4) interact with environments for learning grounded representations of language, and effectively tackling embodied tasks such as reasoning, planning, and decision-making in response to environmental observations. This paper offers a comprehensive survey of iNLP, starting by proposing a unified definition and framework of the concept. We then provide a systematic classification of iNLP, dissecting its various components, including interactive objects, interaction interfaces, and interaction methods. We proceed to delve into the evaluation methodologies used in the field, explore its diverse applications, scrutinize its ethical and safety issues, and discuss prospective research directions. This survey serves as an entry point for researchers who are interested in this rapidly evolving area and offers a broad view of the current landscape and future trajectory of iNLP.

ChatCAD: Interactive Computer-Aided Diagnosis on Medical Image using Large Language Models

Large language models (LLMs) have recently demonstrated their potential in clinical applications, providing valuable medical knowledge and advice. For example, a large dialog LLM like ChatGPT has successfully passed part of the US medical licensing exam. However, LLMs currently have difficulty processing images, making it challenging to interpret information from medical images, which are rich in information that supports clinical decisions. On the other hand, computer-aided diagnosis (CAD) networks for medical images have seen significant success in the medical field by using advanced deep-learning algorithms to support clinical decision-making. This paper presents a method for integrating LLMs into medical-image CAD networks. The proposed framework uses LLMs to enhance the output of multiple CAD networks, such as diagnosis networks, lesion segmentation networks, and report generation networks, by summarizing and reorganizing the information presented in natural language text format. The goal is to merge the strengths of LLMs' medical domain knowledge and logical reasoning with the vision understanding capability of existing medical-image CAD models to create a more user-friendly and understandable system for patients compared to conventional CAD systems. In the future, LLM's medical knowledge can be also used to improve the performance of vision-based medical-image CAD models.

Unified Conversational Recommendation Policy Learning via Graph-based Reinforcement Learning

Conversational recommender systems (CRS) enable the traditional recommender systems to explicitly acquire user preferences towards items and attributes through interactive conversations. Reinforcement learning (RL) is widely adopted to learn conversational recommendation policies to decide what attributes to ask, which items to recommend, and when to ask or recommend, at each conversation turn. However, existing methods mainly target at solving one or two of these three decision-making problems in CRS with separated conversation and recommendation components, which restrict the scalability and generality of CRS and fall short of preserving a stable training procedure. In the light of these challenges, we propose to formulate these three decision-making problems in CRS as a unified policy learning task. In order to systematically integrate conversation and recommendation components, we develop a dynamic weighted graph based RL method to learn a policy to select the action at each conversation turn, either asking an attribute or recommending items. Further, to deal with the sample efficiency issue, we propose two action selection strategies for reducing the candidate action space according to the preference and entropy information. Experimental results on two benchmark CRS datasets and a real-world E-Commerce application show that the proposed method not only significantly outperforms state-of-the-art methods but also enhances the scalability and stability of CRS.

CityFlow: A Multi-Agent Reinforcement Learning Environment for Large Scale City Traffic Scenario

Traffic signal control is an emerging application scenario for reinforcement learning. Besides being as an important problem that affects people's daily life in commuting, traffic signal control poses its unique challenges for reinforcement learning in terms of adapting to dynamic traffic environment and coordinating thousands of agents including vehicles and pedestrians. A key factor in the success of modern reinforcement learning relies on a good simulator to generate a large number of data samples for learning. The most commonly used open-source traffic simulator SUMO is, however, not scalable to large road network and large traffic flow, which hinders the study of reinforcement learning on traffic scenarios. This motivates us to create a new traffic simulator CityFlow with fundamentally optimized data structures and efficient algorithms. CityFlow can support flexible definitions for road network and traffic flow based on synthetic and real-world data. It also provides user-friendly interface for reinforcement learning. Most importantly, CityFlow is more than twenty times faster than SUMO and is capable of supporting city-wide traffic simulation with an interactive render for monitoring. Besides traffic signal control, CityFlow could serve as the base for other transportation studies and can create new possibilities to test machine learning methods in the intelligent transportation domain.

Embodied-Reasoner: Synergizing Visual Search, Reasoning, and Action for Embodied Interactive Tasks

Recent advances in deep thinking models have demonstrated remarkable reasoning capabilities on mathematical and coding tasks. However, their effectiveness in embodied domains which require continuous interaction with environments through image action interleaved trajectories remains largely -unexplored. We present Embodied Reasoner, a model that extends o1 style reasoning to interactive embodied search tasks. Unlike mathematical reasoning that relies primarily on logical deduction, embodied scenarios demand spatial understanding, temporal reasoning, and ongoing self-reflection based on interaction history. To address these challenges, we synthesize 9.3k coherent Observation-Thought-Action trajectories containing 64k interactive images and 90k diverse thinking processes (analysis, spatial reasoning, reflection, planning, and verification). We develop a three-stage training pipeline that progressively enhances the model's capabilities through imitation learning, self-exploration via rejection sampling, and self-correction through reflection tuning. The evaluation shows that our model significantly outperforms those advanced visual reasoning models, e.g., it exceeds OpenAI o1, o3-mini, and Claude-3.7 by +9\%, 24\%, and +13\%. Analysis reveals our model exhibits fewer repeated searches and logical inconsistencies, with particular advantages in complex long-horizon tasks. Real-world environments also show our superiority while exhibiting fewer repeated searches and logical inconsistency cases.

SRLAgent: Enhancing Self-Regulated Learning Skills through Gamification and LLM Assistance

Self-regulated learning (SRL) is crucial for college students navigating increased academic demands and independence. Insufficient SRL skills can lead to disorganized study habits, low motivation, and poor time management, undermining learners ability to thrive in challenging environments. Through a formative study involving 59 college students, we identified key challenges students face in developing SRL skills, including difficulties with goal-setting, time management, and reflective learning. To address these challenges, we introduce SRLAgent, an LLM-assisted system that fosters SRL skills through gamification and adaptive support from large language models (LLMs). Grounded in Zimmermans three-phase SRL framework, SRLAgent enables students to engage in goal-setting, strategy execution, and self-reflection within an interactive game-based environment. The system offers real-time feedback and scaffolding powered by LLMs to support students independent study efforts. We evaluated SRLAgent using a between-subjects design, comparing it to a baseline system (SRL without Agent features) and a traditional multimedia learning condition. Results showed significant improvements in SRL skills within the SRLAgent group (p < .001, Cohens d = 0.234) and higher engagement compared to the baselines. This work highlights the value of embedding SRL scaffolding and real-time AI support within gamified environments, offering design implications for educational technologies that aim to promote deeper learning and metacognitive skill development.

AmadeusGPT: a natural language interface for interactive animal behavioral analysis

The process of quantifying and analyzing animal behavior involves translating the naturally occurring descriptive language of their actions into machine-readable code. Yet, codifying behavior analysis is often challenging without deep understanding of animal behavior and technical machine learning knowledge. To limit this gap, we introduce AmadeusGPT: a natural language interface that turns natural language descriptions of behaviors into machine-executable code. Large-language models (LLMs) such as GPT3.5 and GPT4 allow for interactive language-based queries that are potentially well suited for making interactive behavior analysis. However, the comprehension capability of these LLMs is limited by the context window size, which prevents it from remembering distant conversations. To overcome the context window limitation, we implement a novel dual-memory mechanism to allow communication between short-term and long-term memory using symbols as context pointers for retrieval and saving. Concretely, users directly use language-based definitions of behavior and our augmented GPT develops code based on the core AmadeusGPT API, which contains machine learning, computer vision, spatio-temporal reasoning, and visualization modules. Users then can interactively refine results, and seamlessly add new behavioral modules as needed. We benchmark AmadeusGPT and show we can produce state-of-the-art performance on the MABE 2022 behavior challenge tasks. Note, an end-user would not need to write any code to achieve this. Thus, collectively AmadeusGPT presents a novel way to merge deep biological knowledge, large-language models, and core computer vision modules into a more naturally intelligent system. Code and demos can be found at: https://github.com/AdaptiveMotorControlLab/AmadeusGPT.

The impact of internal variability on benchmarking deep learning climate emulators

Full-complexity Earth system models (ESMs) are computationally very expensive, limiting their use in exploring the climate outcomes of multiple emission pathways. More efficient emulators that approximate ESMs can directly map emissions onto climate outcomes, and benchmarks are being used to evaluate their accuracy on standardized tasks and datasets. We investigate a popular benchmark in data-driven climate emulation, ClimateBench, on which deep learning-based emulators are currently achieving the best performance. We implement a linear regression-based emulator, akin to pattern scaling, and find that it outperforms the incumbent 100M-parameter deep learning foundation model, ClimaX, on 3 out of 4 regionally-resolved surface-level climate variables. While emulating surface temperature is expected to be predominantly linear, this result is surprising for emulating precipitation. We identify that this outcome is a result of high levels of internal variability in the benchmark targets. To address internal variability, we update the benchmark targets with ensemble averages from the MPI-ESM1.2-LR model that contain 50 instead of 3 climate simulations per emission pathway. Using the new targets, we show that linear pattern scaling continues to be more accurate on temperature, but can be outperformed by a deep learning-based model for emulating precipitation. We publish our code, data, and an interactive tutorial at github.com/blutjens/climate-emulator.

Encoder-Decoder Framework for Interactive Free Verses with Generation with Controllable High-Quality Rhyming

Composing poetry or lyrics involves several creative factors, but a challenging aspect of generation is the adherence to a more or less strict metric and rhyming pattern. To address this challenge specifically, previous work on the task has mainly focused on reverse language modeling, which brings the critical selection of each rhyming word to the forefront of each verse. On the other hand, reversing the word order requires that models be trained from scratch with this task-specific goal and cannot take advantage of transfer learning from a Pretrained Language Model (PLM). We propose a novel fine-tuning approach that prepends the rhyming word at the start of each lyric, which allows the critical rhyming decision to be made before the model commits to the content of the lyric (as during reverse language modeling), but maintains compatibility with the word order of regular PLMs as the lyric itself is still generated in left-to-right order. We conducted extensive experiments to compare this fine-tuning against the current state-of-the-art strategies for rhyming, finding that our approach generates more readable text and better rhyming capabilities. Furthermore, we furnish a high-quality dataset in English and 12 other languages, analyse the approach's feasibility in a multilingual context, provide extensive experimental results shedding light on good and bad practices for lyrics generation, and propose metrics to compare methods in the future.

Cross-Domain Product Representation Learning for Rich-Content E-Commerce

The proliferation of short video and live-streaming platforms has revolutionized how consumers engage in online shopping. Instead of browsing product pages, consumers are now turning to rich-content e-commerce, where they can purchase products through dynamic and interactive media like short videos and live streams. This emerging form of online shopping has introduced technical challenges, as products may be presented differently across various media domains. Therefore, a unified product representation is essential for achieving cross-domain product recognition to ensure an optimal user search experience and effective product recommendations. Despite the urgent industrial need for a unified cross-domain product representation, previous studies have predominantly focused only on product pages without taking into account short videos and live streams. To fill the gap in the rich-content e-commerce area, in this paper, we introduce a large-scale cRoss-dOmain Product Ecognition dataset, called ROPE. ROPE covers a wide range of product categories and contains over 180,000 products, corresponding to millions of short videos and live streams. It is the first dataset to cover product pages, short videos, and live streams simultaneously, providing the basis for establishing a unified product representation across different media domains. Furthermore, we propose a Cross-dOmain Product rEpresentation framework, namely COPE, which unifies product representations in different domains through multimodal learning including text and vision. Extensive experiments on downstream tasks demonstrate the effectiveness of COPE in learning a joint feature space for all product domains.

SILG: The Multi-environment Symbolic Interactive Language Grounding Benchmark

Existing work in language grounding typically study single environments. How do we build unified models that apply across multiple environments? We propose the multi-environment Symbolic Interactive Language Grounding benchmark (SILG), which unifies a collection of diverse grounded language learning environments under a common interface. SILG consists of grid-world environments that require generalization to new dynamics, entities, and partially observed worlds (RTFM, Messenger, NetHack), as well as symbolic counterparts of visual worlds that require interpreting rich natural language with respect to complex scenes (ALFWorld, Touchdown). Together, these environments provide diverse grounding challenges in richness of observation space, action space, language specification, and plan complexity. In addition, we propose the first shared model architecture for RL on these environments, and evaluate recent advances such as egocentric local convolution, recurrent state-tracking, entity-centric attention, and pretrained LM using SILG. Our shared architecture achieves comparable performance to environment-specific architectures. Moreover, we find that many recent modelling advances do not result in significant gains on environments other than the one they were designed for. This highlights the need for a multi-environment benchmark. Finally, the best models significantly underperform humans on SILG, which suggests ample room for future work. We hope SILG enables the community to quickly identify new methodologies for language grounding that generalize to a diverse set of environments and their associated challenges.

GameFactory: Creating New Games with Generative Interactive Videos

Generative game engines have the potential to revolutionize game development by autonomously creating new content and reducing manual workload. However, existing video-based game generation methods fail to address the critical challenge of scene generalization, limiting their applicability to existing games with fixed styles and scenes. In this paper, we present GameFactory, a framework focused on exploring scene generalization in game video generation. To enable the creation of entirely new and diverse games, we leverage pre-trained video diffusion models trained on open-domain video data. To bridge the domain gap between open-domain priors and small-scale game dataset, we propose a multi-phase training strategy that decouples game style learning from action control, preserving open-domain generalization while achieving action controllability. Using Minecraft as our data source, we release GF-Minecraft, a high-quality and diversity action-annotated video dataset for research. Furthermore, we extend our framework to enable autoregressive action-controllable game video generation, allowing the production of unlimited-length interactive game videos. Experimental results demonstrate that GameFactory effectively generates open-domain, diverse, and action-controllable game videos, representing a significant step forward in AI-driven game generation. Our dataset and project page are publicly available at https://vvictoryuki.github.io/gamefactory/.

Do LLM Agents Have Regret? A Case Study in Online Learning and Games

Large language models (LLMs) have been increasingly employed for (interactive) decision-making, via the development of LLM-based autonomous agents. Despite their emerging successes, the performance of LLM agents in decision-making has not been fully investigated through quantitative metrics, especially in the multi-agent setting when they interact with each other, a typical scenario in real-world LLM-agent applications. To better understand the limits of LLM agents in these interactive environments, we propose to study their interactions in benchmark decision-making settings in online learning and game theory, through the performance metric of regret. We first empirically study the {no-regret} behaviors of LLMs in canonical (non-stationary) online learning problems, as well as the emergence of equilibria when LLM agents interact through playing repeated games. We then provide some theoretical insights into the no-regret behaviors of LLM agents, under certain assumptions on the supervised pre-training and the rationality model of human decision-makers who generate the data. Notably, we also identify (simple) cases where advanced LLMs such as GPT-4 fail to be no-regret. To promote the no-regret behaviors, we propose a novel unsupervised training loss of regret-loss, which, in contrast to the supervised pre-training loss, does not require the labels of (optimal) actions. We then establish the statistical guarantee of generalization bound for regret-loss minimization, followed by the optimization guarantee that minimizing such a loss may automatically lead to known no-regret learning algorithms. Our further experiments demonstrate the effectiveness of our regret-loss, especially in addressing the above ``regrettable'' cases.

MM-R5: MultiModal Reasoning-Enhanced ReRanker via Reinforcement Learning for Document Retrieval

Multimodal document retrieval systems enable information access across text, images, and layouts, benefiting various domains like document-based question answering, report analysis, and interactive content summarization. Rerankers improve retrieval precision by reordering retrieved candidates. However, current multimodal reranking methods remain underexplored, with significant room for improvement in both training strategies and overall effectiveness. Moreover, the lack of explicit reasoning makes it difficult to analyze and optimize these methods further. In this paper, We propose MM-R5, a MultiModal Reasoning-Enhanced ReRanker via Reinforcement Learning for Document Retrieval, aiming to provide a more effective and reliable solution for multimodal reranking tasks. MM-R5 is trained in two stages: supervised fine-tuning (SFT) and reinforcement learning (RL). In the SFT stage, we focus on improving instruction-following and guiding the model to generate complete and high-quality reasoning chains. To support this, we introduce a novel data construction strategy that produces rich, high-quality reasoning data. In the RL stage, we design a task-specific reward framework, including a reranking reward tailored for multimodal candidates and a composite template-based reward to further refine reasoning quality. We conduct extensive experiments on MMDocIR, a challenging public benchmark spanning multiple domains. MM-R5 achieves state-of-the-art performance on most metrics and delivers comparable results to much larger models on the remaining ones. Moreover, compared to the best retrieval-only method, MM-R5 improves recall@1 by over 4%. These results validate the effectiveness of our reasoning-enhanced training pipeline.

FastPathology: An open-source platform for deep learning-based research and decision support in digital pathology

Deep convolutional neural networks (CNNs) are the current state-of-the-art for digital analysis of histopathological images. The large size of whole-slide microscopy images (WSIs) requires advanced memory handling to read, display and process these images. There are several open-source platforms for working with WSIs, but few support deployment of CNN models. These applications use third-party solutions for inference, making them less user-friendly and unsuitable for high-performance image analysis. To make deployment of CNNs user-friendly and feasible on low-end machines, we have developed a new platform, FastPathology, using the FAST framework and C++. It minimizes memory usage for reading and processing WSIs, deployment of CNN models, and real-time interactive visualization of results. Runtime experiments were conducted on four different use cases, using different architectures, inference engines, hardware configurations and operating systems. Memory usage for reading, visualizing, zooming and panning a WSI were measured, using FastPathology and three existing platforms. FastPathology performed similarly in terms of memory to the other C++ based application, while using considerably less than the two Java-based platforms. The choice of neural network model, inference engine, hardware and processors influenced runtime considerably. Thus, FastPathology includes all steps needed for efficient visualization and processing of WSIs in a single application, including inference of CNNs with real-time display of the results. Source code, binary releases and test data can be found online on GitHub at https://github.com/SINTEFMedtek/FAST-Pathology/.

Automated Creation of Digital Cousins for Robust Policy Learning

Training robot policies in the real world can be unsafe, costly, and difficult to scale. Simulation serves as an inexpensive and potentially limitless source of training data, but suffers from the semantics and physics disparity between simulated and real-world environments. These discrepancies can be minimized by training in digital twins, which serve as virtual replicas of a real scene but are expensive to generate and cannot produce cross-domain generalization. To address these limitations, we propose the concept of digital cousins, a virtual asset or scene that, unlike a digital twin, does not explicitly model a real-world counterpart but still exhibits similar geometric and semantic affordances. As a result, digital cousins simultaneously reduce the cost of generating an analogous virtual environment while also facilitating better robustness during sim-to-real domain transfer by providing a distribution of similar training scenes. Leveraging digital cousins, we introduce a novel method for their automated creation, and propose a fully automated real-to-sim-to-real pipeline for generating fully interactive scenes and training robot policies that can be deployed zero-shot in the original scene. We find that digital cousin scenes that preserve geometric and semantic affordances can be produced automatically, and can be used to train policies that outperform policies trained on digital twins, achieving 90% vs. 25% success rates under zero-shot sim-to-real transfer. Additional details are available at https://digital-cousins.github.io/.

Train Once, Deploy Anywhere: Matryoshka Representation Learning for Multimodal Recommendation

Despite recent advancements in language and vision modeling, integrating rich multimodal knowledge into recommender systems continues to pose significant challenges. This is primarily due to the need for efficient recommendation, which requires adaptive and interactive responses. In this study, we focus on sequential recommendation and introduce a lightweight framework called full-scale Matryoshka representation learning for multimodal recommendation (fMRLRec). Our fMRLRec captures item features at different granularities, learning informative representations for efficient recommendation across multiple dimensions. To integrate item features from diverse modalities, fMRLRec employs a simple mapping to project multimodal item features into an aligned feature space. Additionally, we design an efficient linear transformation that embeds smaller features into larger ones, substantially reducing memory requirements for large-scale training on recommendation data. Combined with improved state space modeling techniques, fMRLRec scales to different dimensions and only requires one-time training to produce multiple models tailored to various granularities. We demonstrate the effectiveness and efficiency of fMRLRec on multiple benchmark datasets, which consistently achieves superior performance over state-of-the-art baseline methods. We make our code and data publicly available at https://github.com/yueqirex/fMRLRec.

CrossLoco: Human Motion Driven Control of Legged Robots via Guided Unsupervised Reinforcement Learning

Human motion driven control (HMDC) is an effective approach for generating natural and compelling robot motions while preserving high-level semantics. However, establishing the correspondence between humans and robots with different body structures is not straightforward due to the mismatches in kinematics and dynamics properties, which causes intrinsic ambiguity to the problem. Many previous algorithms approach this motion retargeting problem with unsupervised learning, which requires the prerequisite skill sets. However, it will be extremely costly to learn all the skills without understanding the given human motions, particularly for high-dimensional robots. In this work, we introduce CrossLoco, a guided unsupervised reinforcement learning framework that simultaneously learns robot skills and their correspondence to human motions. Our key innovation is to introduce a cycle-consistency-based reward term designed to maximize the mutual information between human motions and robot states. We demonstrate that the proposed framework can generate compelling robot motions by translating diverse human motions, such as running, hopping, and dancing. We quantitatively compare our CrossLoco against the manually engineered and unsupervised baseline algorithms along with the ablated versions of our framework and demonstrate that our method translates human motions with better accuracy, diversity, and user preference. We also showcase its utility in other applications, such as synthesizing robot movements from language input and enabling interactive robot control.

ReAct: Synergizing Reasoning and Acting in Language Models

While large language models (LLMs) have demonstrated impressive capabilities across tasks in language understanding and interactive decision making, their abilities for reasoning (e.g. chain-of-thought prompting) and acting (e.g. action plan generation) have primarily been studied as separate topics. In this paper, we explore the use of LLMs to generate both reasoning traces and task-specific actions in an interleaved manner, allowing for greater synergy between the two: reasoning traces help the model induce, track, and update action plans as well as handle exceptions, while actions allow it to interface with external sources, such as knowledge bases or environments, to gather additional information. We apply our approach, named ReAct, to a diverse set of language and decision making tasks and demonstrate its effectiveness over state-of-the-art baselines, as well as improved human interpretability and trustworthiness over methods without reasoning or acting components. Concretely, on question answering (HotpotQA) and fact verification (Fever), ReAct overcomes issues of hallucination and error propagation prevalent in chain-of-thought reasoning by interacting with a simple Wikipedia API, and generates human-like task-solving trajectories that are more interpretable than baselines without reasoning traces. On two interactive decision making benchmarks (ALFWorld and WebShop), ReAct outperforms imitation and reinforcement learning methods by an absolute success rate of 34% and 10% respectively, while being prompted with only one or two in-context examples. Project site with code: https://react-lm.github.io

Allowing humans to interactively guide machines where to look does not always improve a human-AI team's classification accuracy

Via thousands of papers in Explainable AI (XAI), attention maps vaswani2017attention and feature attribution maps bansal2020sam have been established as a common means for explaining the input features that are important to AI's decisions. It is an interesting but unexplored question whether allowing users to edit the importance scores of input features at test time would improve the human-AI team's accuracy on downstream tasks. In this paper, we address this question by taking CHM-Corr, a state-of-the-art, ante-hoc explanation method taesiri2022visual that first predicts patch-wise correspondences between the input and the training-set images, and then uses them to make classification decisions. We build an interactive interface on top of CHM-Corr, enabling users to directly edit the initial feature attribution map provided by CHM-Corr. Via our CHM-Corr++ interface, users gain insights into if, when, and how the model changes its outputs, enhancing understanding beyond static explanations. Our user study with 18 machine learning researchers who performed sim1,400 decisions shows that our interactive approach does not improve user accuracy on CUB-200 bird image classification over static explanations. This challenges the belief that interactivity inherently boosts XAI effectiveness~sokol2020one,sun2022exploring,shen2024towards,singh2024rethinking,mindlin2024beyond,lakkaraju2022rethinking,cheng2019explaining,liu2021understanding and raises needs for future research. Our work contributes to the field by open-sourcing an interactive tool for manipulating model attention, and it lays the groundwork for future research to enable effective human-AI interaction in computer vision. We release code and data on https://anonymous.4open.science/r/CHMCorrPlusPlus/{github}. Our interface are available http://137.184.82.109:7080/{here}.

Scaling Autonomous Agents via Automatic Reward Modeling And Planning

Large language models (LLMs) have demonstrated remarkable capabilities across a range of text-generation tasks. However, LLMs still struggle with problems requiring multi-step decision-making and environmental feedback, such as online shopping, scientific reasoning, and mathematical problem-solving. Unlike pure text data, collecting large-scale decision-making data is challenging. Moreover, many powerful LLMs are only accessible through APIs, which hinders their fine-tuning for agent tasks due to cost and complexity. To address LLM agents' limitations, we propose a framework that can automatically learn a reward model from the environment without human annotations. This model can be used to evaluate the action trajectories of LLM agents and provide heuristics for task planning. Specifically, our approach involves employing one LLM-based agent to navigate an environment randomly, generating diverse action trajectories. Subsequently, a separate LLM is leveraged to assign a task intent and synthesize a negative response alongside the correct response for each trajectory. These triplets (task intent, positive response, and negative response) are then utilized as training data to optimize a reward model capable of scoring action trajectories. The effectiveness and generalizability of our framework are demonstrated through evaluations conducted on different agent benchmarks. In conclusion, our proposed framework represents a significant advancement in enhancing LLM agents' decision-making capabilities. By automating the learning of reward models, we overcome the challenges of data scarcity and API limitations, potentially revolutionizing the application of LLMs in complex and interactive environments. This research paves the way for more sophisticated AI agents capable of tackling a wide range of real-world problems requiring multi-step decision-making.

Zero-Shot Goal-Directed Dialogue via RL on Imagined Conversations

Large language models (LLMs) have emerged as powerful and general solutions to many natural language tasks. However, many of the most important applications of language generation are interactive, where an agent has to talk to a person to reach a desired outcome. For example, a teacher might try to understand their student's current comprehension level to tailor their instruction accordingly, and a travel agent might ask questions of their customer to understand their preferences in order to recommend activities they might enjoy. LLMs trained with supervised fine-tuning or "single-step" RL, as with standard RLHF, might struggle which tasks that require such goal-directed behavior, since they are not trained to optimize for overall conversational outcomes after multiple turns of interaction. In this work, we explore a new method for adapting LLMs with RL for such goal-directed dialogue. Our key insight is that, though LLMs might not effectively solve goal-directed dialogue tasks out of the box, they can provide useful data for solving such tasks by simulating suboptimal but human-like behaviors. Given a textual description of a goal-directed dialogue task, we leverage LLMs to sample diverse synthetic rollouts of hypothetical in-domain human-human interactions. Our algorithm then utilizes this dataset with offline reinforcement learning to train an interactive conversational agent that can optimize goal-directed objectives over multiple turns. In effect, the LLM produces examples of possible interactions, and RL then processes these examples to learn to perform more optimal interactions. Empirically, we show that our proposed approach achieves state-of-the-art performance in various goal-directed dialogue tasks that include teaching and preference elicitation.

HEIGHT: Heterogeneous Interaction Graph Transformer for Robot Navigation in Crowded and Constrained Environments

We study the problem of robot navigation in dense and interactive crowds with environmental constraints such as corridors and furniture. Previous methods fail to consider all types of interactions among agents and obstacles, leading to unsafe and inefficient robot paths. In this article, we leverage a graph-based representation of crowded and constrained scenarios and propose a structured framework to learn robot navigation policies with deep reinforcement learning. We first split the representations of different components in the environment and propose a heterogeneous spatio-temporal (st) graph to model distinct interactions among humans, robots, and obstacles. Based on the heterogeneous st-graph, we propose HEIGHT, a novel navigation policy network architecture with different components to capture heterogeneous interactions among entities through space and time. HEIGHT utilizes attention mechanisms to prioritize important interactions and a recurrent network to track changes in the dynamic scene over time, encouraging the robot to avoid collisions adaptively. Through extensive simulation and real-world experiments, we demonstrate that HEIGHT outperforms state-of-the-art baselines in terms of success and efficiency in challenging navigation scenarios. Furthermore, we demonstrate that our pipeline achieves better zero-shot generalization capability than previous works when the densities of humans and obstacles change. More videos are available at https://sites.google.com/view/crowdnav-height/home.

Leveraging Self-Supervised Vision Transformers for Neural Transfer Function Design

In volume rendering, transfer functions are used to classify structures of interest, and to assign optical properties such as color and opacity. They are commonly defined as 1D or 2D functions that map simple features to these optical properties. As the process of designing a transfer function is typically tedious and unintuitive, several approaches have been proposed for their interactive specification. In this paper, we present a novel method to define transfer functions for volume rendering by leveraging the feature extraction capabilities of self-supervised pre-trained vision transformers. To design a transfer function, users simply select the structures of interest in a slice viewer, and our method automatically selects similar structures based on the high-level features extracted by the neural network. Contrary to previous learning-based transfer function approaches, our method does not require training of models and allows for quick inference, enabling an interactive exploration of the volume data. Our approach reduces the amount of necessary annotations by interactively informing the user about the current classification, so they can focus on annotating the structures of interest that still require annotation. In practice, this allows users to design transfer functions within seconds, instead of minutes. We compare our method to existing learning-based approaches in terms of annotation and compute time, as well as with respect to segmentation accuracy. Our accompanying video showcases the interactivity and effectiveness of our method.

FairLay-ML: Intuitive Remedies for Unfairness in Data-Driven Social-Critical Algorithms

This thesis explores open-sourced machine learning (ML) model explanation tools to understand whether these tools can allow a layman to visualize, understand, and suggest intuitive remedies to unfairness in ML-based decision-support systems. Machine learning models trained on datasets biased against minority groups are increasingly used to guide life-altering social decisions, prompting the urgent need to study their logic for unfairness. Due to this problem's impact on vast populations of the general public, it is critical for the layperson -- not just subject matter experts in social justice or machine learning experts -- to understand the nature of unfairness within these algorithms and the potential trade-offs. Existing research on fairness in machine learning focuses mostly on the mathematical definitions and tools to understand and remedy unfair models, with some directly citing user-interactive tools as necessary for future work. This thesis presents FairLay-ML, a proof-of-concept GUI integrating some of the most promising tools to provide intuitive explanations for unfair logic in ML models by integrating existing research tools (e.g. Local Interpretable Model-Agnostic Explanations) with existing ML-focused GUI (e.g. Python Streamlit). We test FairLay-ML using models of various accuracy and fairness generated by an unfairness detector tool, Parfait-ML, and validate our results using Themis. Our study finds that the technology stack used for FairLay-ML makes it easy to install and provides real-time black-box explanations of pre-trained models to users. Furthermore, the explanations provided translate to actionable remedies.

Shopping MMLU: A Massive Multi-Task Online Shopping Benchmark for Large Language Models

Online shopping is a complex multi-task, few-shot learning problem with a wide and evolving range of entities, relations, and tasks. However, existing models and benchmarks are commonly tailored to specific tasks, falling short of capturing the full complexity of online shopping. Large Language Models (LLMs), with their multi-task and few-shot learning abilities, have the potential to profoundly transform online shopping by alleviating task-specific engineering efforts and by providing users with interactive conversations. Despite the potential, LLMs face unique challenges in online shopping, such as domain-specific concepts, implicit knowledge, and heterogeneous user behaviors. Motivated by the potential and challenges, we propose Shopping MMLU, a diverse multi-task online shopping benchmark derived from real-world Amazon data. Shopping MMLU consists of 57 tasks covering 4 major shopping skills: concept understanding, knowledge reasoning, user behavior alignment, and multi-linguality, and can thus comprehensively evaluate the abilities of LLMs as general shop assistants. With Shopping MMLU, we benchmark over 20 existing LLMs and uncover valuable insights about practices and prospects of building versatile LLM-based shop assistants. Shopping MMLU can be publicly accessed at https://github.com/KL4805/ShoppingMMLU. In addition, with Shopping MMLU, we host a competition in KDD Cup 2024 with over 500 participating teams. The winning solutions and the associated workshop can be accessed at our website https://amazon-kddcup24.github.io/.

Fast and Accurate Bayesian Optimization with Pre-trained Transformers for Constrained Engineering Problems

Bayesian Optimization (BO) is a foundational strategy in the field of engineering design optimization for efficiently handling black-box functions with many constraints and expensive evaluations. This paper introduces a fast and accurate BO framework that leverages Pre-trained Transformers for Bayesian Optimization (PFN4sBO) to address constrained optimization problems in engineering. Unlike traditional BO methods that rely heavily on Gaussian Processes (GPs), our approach utilizes Prior-data Fitted Networks (PFNs), a type of pre-trained transformer, to infer constraints and optimal solutions without requiring any iterative retraining. We demonstrate the effectiveness of PFN-based BO through a comprehensive benchmark consisting of fifteen test problems, encompassing synthetic, structural, and engineering design challenges. Our findings reveal that PFN-based BO significantly outperforms Constrained Expected Improvement and Penalty-based GP methods by an order of magnitude in speed while also outperforming them in accuracy in identifying feasible, optimal solutions. This work showcases the potential of integrating machine learning with optimization techniques in solving complex engineering challenges, heralding a significant leap forward for optimization methodologies, opening up the path to using PFN-based BO to solve other challenging problems, such as enabling user-guided interactive BO, adaptive experiment design, or multi-objective design optimization. Additionally, we establish a benchmark for evaluating BO algorithms in engineering design, offering a robust platform for future research and development in the field. This benchmark framework for evaluating new BO algorithms in engineering design will be published at https://github.com/rosenyu304/BOEngineeringBenchmark.

ToRA: A Tool-Integrated Reasoning Agent for Mathematical Problem Solving

Large language models have made significant progress in various language tasks, yet they still struggle with complex mathematics. In this paper, we propose ToRA a series of Tool-integrated Reasoning Agents designed to solve challenging mathematical problems by seamlessly integrating natural language reasoning with the utilization of external tools (e.g., computation libraries and symbolic solvers), thereby amalgamating the analytical prowess of language and the computational efficiency of tools. To train ToRA, we curate interactive tool-use trajectories on mathematical datasets, apply imitation learning on the annotations, and propose output space shaping to further refine models' reasoning behavior. As a result, ToRA models significantly outperform open-source models on 10 mathematical reasoning datasets across all scales with 13%-19% absolute improvements on average. Notably, ToRA-7B reaches 44.6% on the competition-level dataset MATH, surpassing the best open-source model WizardMath-70B by 22% absolute. ToRA-34B is also the first open-source model that achieves an accuracy exceeding 50% on MATH, which significantly outperforms GPT-4's CoT result, and is competitive with GPT-4 solving problems with programs. Additionally, we conduct a comprehensive analysis of the benefits and remaining challenges of tool interaction for mathematical reasoning, providing valuable insights for future research.

Chameleon: A Data-Efficient Generalist for Dense Visual Prediction in the Wild

Large language models have evolved data-efficient generalists, benefiting from the universal language interface and large-scale pre-training. However, constructing a data-efficient generalist for dense visual prediction presents a distinct challenge due to the variation in label structures across different tasks. Consequently, generalization to unseen dense prediction tasks in the low-data regime is not straightforward and has received less attention from previous vision generalists. In this study, we explore a universal model that can flexibly adapt to unseen dense label structures with a few examples, enabling it to serve as a data-efficient vision generalist in diverse real-world scenarios. To this end, we base our method on a powerful meta-learning framework and explore several axes to improve its performance and versatility for real-world problems, such as flexible adaptation mechanisms and scalability. We evaluate our model across a spectrum of unseen real-world scenarios where low-shot learning is desirable, including video, 3D, medical, biological, and user-interactive tasks. Equipped with a generic architecture and an effective adaptation mechanism, our model flexibly adapts to all of these tasks with at most 50 labeled images, showcasing a significant advancement over existing data-efficient generalist approaches. Codes are available at https://github.com/GitGyun/chameleon.

Rethinking Explainability as a Dialogue: A Practitioner's Perspective

As practitioners increasingly deploy machine learning models in critical domains such as health care, finance, and policy, it becomes vital to ensure that domain experts function effectively alongside these models. Explainability is one way to bridge the gap between human decision-makers and machine learning models. However, most of the existing work on explainability focuses on one-off, static explanations like feature importances or rule lists. These sorts of explanations may not be sufficient for many use cases that require dynamic, continuous discovery from stakeholders. In the literature, few works ask decision-makers about the utility of existing explanations and other desiderata they would like to see in an explanation going forward. In this work, we address this gap and carry out a study where we interview doctors, healthcare professionals, and policymakers about their needs and desires for explanations. Our study indicates that decision-makers would strongly prefer interactive explanations in the form of natural language dialogues. Domain experts wish to treat machine learning models as "another colleague", i.e., one who can be held accountable by asking why they made a particular decision through expressive and accessible natural language interactions. Considering these needs, we outline a set of five principles researchers should follow when designing interactive explanations as a starting place for future work. Further, we show why natural language dialogues satisfy these principles and are a desirable way to build interactive explanations. Next, we provide a design of a dialogue system for explainability and discuss the risks, trade-offs, and research opportunities of building these systems. Overall, we hope our work serves as a starting place for researchers and engineers to design interactive explainability systems.

EdNet: A Large-Scale Hierarchical Dataset in Education

With advances in Artificial Intelligence in Education (AIEd) and the ever-growing scale of Interactive Educational Systems (IESs), data-driven approach has become a common recipe for various tasks such as knowledge tracing and learning path recommendation. Unfortunately, collecting real students' interaction data is often challenging, which results in the lack of public large-scale benchmark dataset reflecting a wide variety of student behaviors in modern IESs. Although several datasets, such as ASSISTments, Junyi Academy, Synthetic and STATICS, are publicly available and widely used, they are not large enough to leverage the full potential of state-of-the-art data-driven models and limits the recorded behaviors to question-solving activities. To this end, we introduce EdNet, a large-scale hierarchical dataset of diverse student activities collected by Santa, a multi-platform self-study solution equipped with artificial intelligence tutoring system. EdNet contains 131,441,538 interactions from 784,309 students collected over more than 2 years, which is the largest among the ITS datasets released to the public so far. Unlike existing datasets, EdNet provides a wide variety of student actions ranging from question-solving to lecture consumption and item purchasing. Also, EdNet has a hierarchical structure where the student actions are divided into 4 different levels of abstractions. The features of EdNet are domain-agnostic, allowing EdNet to be extended to different domains easily. The dataset is publicly released under Creative Commons Attribution-NonCommercial 4.0 International license for research purposes. We plan to host challenges in multiple AIEd tasks with EdNet to provide a common ground for the fair comparison between different state of the art models and encourage the development of practical and effective methods.

E-Semiotics

E-Semiotics is a conceptual and practical framework for designing, developing, and managing digital information and knowledge products. It applies semiotic principles to digital environments, focusing on the structural, contextual, and narrative organization of information. Central to E-Semiotics is the concept of ''scenario building,'' which acts as a template or guide for creating and maintaining digital products and services, ensuring usability, adaptability, and efficiency.This approach distinguishes itself from traditional semiotics by addressing the unique features of digital media, such as interactivity, hypertextuality, and modularity. It requires a dual competency in semiotics and technology, making it particularly relevant for developing interactive digital products like e-learning systems, digital libraries, and web portals. E-Semiotics also integrates seamlessly with knowledge management, offering conceptual models and technological tools to optimize the storage, retrieval, and dissemination of information.The methodology includes both a semiotic approach, which focuses on understanding the structural and contextual dimensions of information, and a technological approach, which ensures interoperability, reusability, and scalability of digital tools. It has broad applications in areas such as multi-support publishing, semantic web development, and the creation of dynamic websites and web services. These applications empower organizations, particularly small and medium-sized ones, to leverage digital technologies without extensive technical expertise.E-Semiotics faces challenges like conceptual complexity and economic barriers, but its potential lies in democratizing access to digital tools and fostering innovation. It bridges the gap between theory and practice, offering scalable solutions that respond to evolving user needs. This framework is poised to play a critical role in the digital transformation of communication and knowledge systems, supporting organizations in adapting to the demands of a rapidly changing digital landscape.

Reinforcing Language Agents via Policy Optimization with Action Decomposition

Language models as intelligent agents push the boundaries of sequential decision-making agents but struggle with limited knowledge of environmental dynamics and exponentially huge action space. Recent efforts like GLAM and TWOSOME manually constrain the action space to a restricted subset and employ reinforcement learning to align agents' knowledge with specific environments. However, they overlook fine-grained credit assignments for intra-action tokens, which is essential for efficient language agent optimization, and rely on human's prior knowledge to restrict action space. This paper proposes decomposing language agent optimization from the action level to the token level, offering finer supervision for each intra-action token and manageable optimization complexity in environments with unrestricted action spaces. Beginning with the simplification of flattening all actions, we theoretically explore the discrepancies between action-level optimization and this naive token-level optimization. We then derive the Bellman backup with Action Decomposition (BAD) to integrate credit assignments for both intra-action and inter-action tokens, effectively eliminating the discrepancies. Implementing BAD within the PPO algorithm, we introduce Policy Optimization with Action Decomposition (POAD). POAD benefits from a finer-grained credit assignment process and lower optimization complexity, leading to enhanced learning efficiency and generalization abilities in aligning language agents with interactive environments. We validate POAD across diverse testbeds, with results affirming the advantages of our approach and the correctness of our theoretical analysis.

SWE-rebench: An Automated Pipeline for Task Collection and Decontaminated Evaluation of Software Engineering Agents

LLM-based agents have shown promising capabilities in a growing range of software engineering (SWE) tasks. However, advancing this field faces two critical challenges. First, high-quality training data is scarce, especially data that reflects real-world SWE scenarios, where agents must interact with development environments, execute code and adapt behavior based on the outcomes of their actions. Existing datasets are either limited to one-shot code generation or comprise small, manually curated collections of interactive tasks, lacking both scale and diversity. Second, the lack of fresh interactive SWE tasks affects evaluation of rapidly improving models, as static benchmarks quickly become outdated due to contamination issues. To address these limitations, we introduce a novel, automated, and scalable pipeline to continuously extract real-world interactive SWE tasks from diverse GitHub repositories. Using this pipeline, we construct SWE-rebench, a public dataset comprising over 21,000 interactive Python-based SWE tasks, suitable for reinforcement learning of SWE agents at scale. Additionally, we use continuous supply of fresh tasks collected using SWE-rebench methodology to build a contamination-free benchmark for agentic software engineering. We compare results of various LLMs on this benchmark to results on SWE-bench Verified and show that performance of some language models might be inflated due to contamination issues.

A Comprehensive Survey on Pretrained Foundation Models: A History from BERT to ChatGPT

Pretrained Foundation Models (PFMs) are regarded as the foundation for various downstream tasks with different data modalities. A PFM (e.g., BERT, ChatGPT, and GPT-4) is trained on large-scale data which provides a reasonable parameter initialization for a wide range of downstream applications. BERT learns bidirectional encoder representations from Transformers, which are trained on large datasets as contextual language models. Similarly, the generative pretrained transformer (GPT) method employs Transformers as the feature extractor and is trained using an autoregressive paradigm on large datasets. Recently, ChatGPT shows promising success on large language models, which applies an autoregressive language model with zero shot or few shot prompting. The remarkable achievements of PFM have brought significant breakthroughs to various fields of AI. Numerous studies have proposed different methods, raising the demand for an updated survey. This study provides a comprehensive review of recent research advancements, challenges, and opportunities for PFMs in text, image, graph, as well as other data modalities. The review covers the basic components and existing pretraining methods used in natural language processing, computer vision, and graph learning. Additionally, it explores advanced PFMs used for different data modalities and unified PFMs that consider data quality and quantity. The review also discusses research related to the fundamentals of PFMs, such as model efficiency and compression, security, and privacy. Finally, the study provides key implications, future research directions, challenges, and open problems in the field of PFMs. Overall, this survey aims to shed light on the research of the PFMs on scalability, security, logical reasoning ability, cross-domain learning ability, and the user-friendly interactive ability for artificial general intelligence.

Towards Distribution-Agnostic Generalized Category Discovery

Data imbalance and open-ended distribution are two intrinsic characteristics of the real visual world. Though encouraging progress has been made in tackling each challenge separately, few works dedicated to combining them towards real-world scenarios. While several previous works have focused on classifying close-set samples and detecting open-set samples during testing, it's still essential to be able to classify unknown subjects as human beings. In this paper, we formally define a more realistic task as distribution-agnostic generalized category discovery (DA-GCD): generating fine-grained predictions for both close- and open-set classes in a long-tailed open-world setting. To tackle the challenging problem, we propose a Self-Balanced Co-Advice contrastive framework (BaCon), which consists of a contrastive-learning branch and a pseudo-labeling branch, working collaboratively to provide interactive supervision to resolve the DA-GCD task. In particular, the contrastive-learning branch provides reliable distribution estimation to regularize the predictions of the pseudo-labeling branch, which in turn guides contrastive learning through self-balanced knowledge transfer and a proposed novel contrastive loss. We compare BaCon with state-of-the-art methods from two closely related fields: imbalanced semi-supervised learning and generalized category discovery. The effectiveness of BaCon is demonstrated with superior performance over all baselines and comprehensive analysis across various datasets. Our code is publicly available.

Learn-by-interact: A Data-Centric Framework for Self-Adaptive Agents in Realistic Environments

Autonomous agents powered by large language models (LLMs) have the potential to enhance human capabilities, assisting with digital tasks from sending emails to performing data analysis. The abilities of existing LLMs at such tasks are often hindered by the lack of high-quality agent data from the corresponding environments they interact with. We propose Learn-by-interact, a data-centric framework to adapt LLM agents to any given environments without human annotations. Learn-by-interact synthesizes trajectories of agent-environment interactions based on documentations, and constructs instructions by summarizing or abstracting the interaction histories, a process called backward construction. We assess the quality of our synthetic data by using them in both training-based scenarios and training-free in-context learning (ICL), where we craft innovative retrieval approaches optimized for agents. Extensive experiments on SWE-bench, WebArena, OSWorld and Spider2-V spanning across realistic coding, web, and desktop environments show the effectiveness of Learn-by-interact in various downstream agentic tasks -- baseline results are improved by up to 12.2\% for ICL with Claude-3.5 and 19.5\% for training with Codestral-22B. We further demonstrate the critical role of backward construction, which provides up to 14.0\% improvement for training. Our ablation studies demonstrate the efficiency provided by our synthesized data in ICL and the superiority of our retrieval pipeline over alternative approaches like conventional retrieval-augmented generation (RAG). We expect that Learn-by-interact will serve as a foundation for agent data synthesis as LLMs are increasingly deployed at real-world environments.

Pre-train, Prompt, and Predict: A Systematic Survey of Prompting Methods in Natural Language Processing

This paper surveys and organizes research works in a new paradigm in natural language processing, which we dub "prompt-based learning". Unlike traditional supervised learning, which trains a model to take in an input x and predict an output y as P(y|x), prompt-based learning is based on language models that model the probability of text directly. To use these models to perform prediction tasks, the original input x is modified using a template into a textual string prompt x' that has some unfilled slots, and then the language model is used to probabilistically fill the unfilled information to obtain a final string x, from which the final output y can be derived. This framework is powerful and attractive for a number of reasons: it allows the language model to be pre-trained on massive amounts of raw text, and by defining a new prompting function the model is able to perform few-shot or even zero-shot learning, adapting to new scenarios with few or no labeled data. In this paper we introduce the basics of this promising paradigm, describe a unified set of mathematical notations that can cover a wide variety of existing work, and organize existing work along several dimensions, e.g.the choice of pre-trained models, prompts, and tuning strategies. To make the field more accessible to interested beginners, we not only make a systematic review of existing works and a highly structured typology of prompt-based concepts, but also release other resources, e.g., a website http://pretrain.nlpedia.ai/ including constantly-updated survey, and paperlist.

Reasoning with Large Language Models, a Survey

Scaling up language models to billions of parameters has opened up possibilities for in-context learning, allowing instruction tuning and few-shot learning on tasks that the model was not specifically trained for. This has achieved breakthrough performance on language tasks such as translation, summarization, and question-answering. Furthermore, in addition to these associative "System 1" tasks, recent advances in Chain-of-thought prompt learning have demonstrated strong "System 2" reasoning abilities, answering a question in the field of artificial general intelligence whether LLMs can reason. The field started with the question whether LLMs can solve grade school math word problems. This paper reviews the rapidly expanding field of prompt-based reasoning with LLMs. Our taxonomy identifies different ways to generate, evaluate, and control multi-step reasoning. We provide an in-depth coverage of core approaches and open problems, and we propose a research agenda for the near future. Finally, we highlight the relation between reasoning and prompt-based learning, and we discuss the relation between reasoning, sequential decision processes, and reinforcement learning. We find that self-improvement, self-reflection, and some metacognitive abilities of the reasoning processes are possible through the judicious use of prompts. True self-improvement and self-reasoning, to go from reasoning with LLMs to reasoning by LLMs, remains future work.