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SubscribeComicsPAP: understanding comic strips by picking the correct panel
Large multimodal models (LMMs) have made impressive strides in image captioning, VQA, and video comprehension, yet they still struggle with the intricate temporal and spatial cues found in comics. To address this gap, we introduce ComicsPAP, a large-scale benchmark designed for comic strip understanding. Comprising over 100k samples and organized into 5 subtasks under a Pick-a-Panel framework, ComicsPAP demands models to identify the missing panel in a sequence. Our evaluations, conducted under both multi-image and single-image protocols, reveal that current state-of-the-art LMMs perform near chance on these tasks, underscoring significant limitations in capturing sequential and contextual dependencies. To close the gap, we adapted LMMs for comic strip understanding, obtaining better results on ComicsPAP than 10x bigger models, demonstrating that ComicsPAP offers a robust resource to drive future research in multimodal comic comprehension.
Diffusion Model Alignment Using Direct Preference Optimization
Large language models (LLMs) are fine-tuned using human comparison data with Reinforcement Learning from Human Feedback (RLHF) methods to make them better aligned with users' preferences. In contrast to LLMs, human preference learning has not been widely explored in text-to-image diffusion models; the best existing approach is to fine-tune a pretrained model using carefully curated high quality images and captions to improve visual appeal and text alignment. We propose Diffusion-DPO, a method to align diffusion models to human preferences by directly optimizing on human comparison data. Diffusion-DPO is adapted from the recently developed Direct Preference Optimization (DPO), a simpler alternative to RLHF which directly optimizes a policy that best satisfies human preferences under a classification objective. We re-formulate DPO to account for a diffusion model notion of likelihood, utilizing the evidence lower bound to derive a differentiable objective. Using the Pick-a-Pic dataset of 851K crowdsourced pairwise preferences, we fine-tune the base model of the state-of-the-art Stable Diffusion XL (SDXL)-1.0 model with Diffusion-DPO. Our fine-tuned base model significantly outperforms both base SDXL-1.0 and the larger SDXL-1.0 model consisting of an additional refinement model in human evaluation, improving visual appeal and prompt alignment. We also develop a variant that uses AI feedback and has comparable performance to training on human preferences, opening the door for scaling of diffusion model alignment methods.
Self-Play Fine-Tuning of Diffusion Models for Text-to-Image Generation
Fine-tuning Diffusion Models remains an underexplored frontier in generative artificial intelligence (GenAI), especially when compared with the remarkable progress made in fine-tuning Large Language Models (LLMs). While cutting-edge diffusion models such as Stable Diffusion (SD) and SDXL rely on supervised fine-tuning, their performance inevitably plateaus after seeing a certain volume of data. Recently, reinforcement learning (RL) has been employed to fine-tune diffusion models with human preference data, but it requires at least two images ("winner" and "loser" images) for each text prompt. In this paper, we introduce an innovative technique called self-play fine-tuning for diffusion models (SPIN-Diffusion), where the diffusion model engages in competition with its earlier versions, facilitating an iterative self-improvement process. Our approach offers an alternative to conventional supervised fine-tuning and RL strategies, significantly improving both model performance and alignment. Our experiments on the Pick-a-Pic dataset reveal that SPIN-Diffusion outperforms the existing supervised fine-tuning method in aspects of human preference alignment and visual appeal right from its first iteration. By the second iteration, it exceeds the performance of RLHF-based methods across all metrics, achieving these results with less data.
BalancedDPO: Adaptive Multi-Metric Alignment
Text-to-image (T2I) diffusion models have made remarkable advancements, yet aligning them with diverse preferences remains a persistent challenge. Current methods often optimize single metrics or depend on narrowly curated datasets, leading to overfitting and limited generalization across key visual quality metrics. We present BalancedDPO, a novel extension of Direct Preference Optimization (DPO) that addresses these limitations by simultaneously aligning T2I diffusion models with multiple metrics, including human preference, CLIP score, and aesthetic quality. Our key novelty lies in aggregating consensus labels from diverse metrics in the preference distribution space as compared to existing reward mixing approaches, enabling robust and scalable multi-metric alignment while maintaining the simplicity of the standard DPO pipeline that we refer to as BalancedDPO. Our evaluations on the Pick-a-Pic, PartiPrompt and HPD datasets show that BalancedDPO achieves state-of-the-art results, outperforming existing approaches across all major metrics. BalancedDPO improves the average win rates by 15%, 7.1%, and 10.3% on Pick-a-pic, PartiPrompt and HPD, respectively, from the DiffusionDPO.
Margin-aware Preference Optimization for Aligning Diffusion Models without Reference
Modern alignment techniques based on human preferences, such as RLHF and DPO, typically employ divergence regularization relative to the reference model to ensure training stability. However, this often limits the flexibility of models during alignment, especially when there is a clear distributional discrepancy between the preference data and the reference model. In this paper, we focus on the alignment of recent text-to-image diffusion models, such as Stable Diffusion XL (SDXL), and find that this "reference mismatch" is indeed a significant problem in aligning these models due to the unstructured nature of visual modalities: e.g., a preference for a particular stylistic aspect can easily induce such a discrepancy. Motivated by this observation, we propose a novel and memory-friendly preference alignment method for diffusion models that does not depend on any reference model, coined margin-aware preference optimization (MaPO). MaPO jointly maximizes the likelihood margin between the preferred and dispreferred image sets and the likelihood of the preferred sets, simultaneously learning general stylistic features and preferences. For evaluation, we introduce two new pairwise preference datasets, which comprise self-generated image pairs from SDXL, Pick-Style and Pick-Safety, simulating diverse scenarios of reference mismatch. Our experiments validate that MaPO can significantly improve alignment on Pick-Style and Pick-Safety and general preference alignment when used with Pick-a-Pic v2, surpassing the base SDXL and other existing methods. Our code, models, and datasets are publicly available via https://mapo-t2i.github.io
Dual Caption Preference Optimization for Diffusion Models
Recent advancements in human preference optimization, originally developed for Large Language Models (LLMs), have shown significant potential in improving text-to-image diffusion models. These methods aim to learn the distribution of preferred samples while distinguishing them from less preferred ones. However, existing preference datasets often exhibit overlap between these distributions, leading to a conflict distribution. Additionally, we identified that input prompts contain irrelevant information for less preferred images, limiting the denoising network's ability to accurately predict noise in preference optimization methods, known as the irrelevant prompt issue. To address these challenges, we propose Dual Caption Preference Optimization (DCPO), a novel approach that utilizes two distinct captions to mitigate irrelevant prompts. To tackle conflict distribution, we introduce the Pick-Double Caption dataset, a modified version of Pick-a-Pic v2 with separate captions for preferred and less preferred images. We further propose three different strategies for generating distinct captions: captioning, perturbation, and hybrid methods. Our experiments show that DCPO significantly improves image quality and relevance to prompts, outperforming Stable Diffusion (SD) 2.1, SFT_Chosen, Diffusion-DPO, and MaPO across multiple metrics, including Pickscore, HPSv2.1, GenEval, CLIPscore, and ImageReward, fine-tuned on SD 2.1 as the backbone.
PRDP: Proximal Reward Difference Prediction for Large-Scale Reward Finetuning of Diffusion Models
Reward finetuning has emerged as a promising approach to aligning foundation models with downstream objectives. Remarkable success has been achieved in the language domain by using reinforcement learning (RL) to maximize rewards that reflect human preference. However, in the vision domain, existing RL-based reward finetuning methods are limited by their instability in large-scale training, rendering them incapable of generalizing to complex, unseen prompts. In this paper, we propose Proximal Reward Difference Prediction (PRDP), enabling stable black-box reward finetuning for diffusion models for the first time on large-scale prompt datasets with over 100K prompts. Our key innovation is the Reward Difference Prediction (RDP) objective that has the same optimal solution as the RL objective while enjoying better training stability. Specifically, the RDP objective is a supervised regression objective that tasks the diffusion model with predicting the reward difference of generated image pairs from their denoising trajectories. We theoretically prove that the diffusion model that obtains perfect reward difference prediction is exactly the maximizer of the RL objective. We further develop an online algorithm with proximal updates to stably optimize the RDP objective. In experiments, we demonstrate that PRDP can match the reward maximization ability of well-established RL-based methods in small-scale training. Furthermore, through large-scale training on text prompts from the Human Preference Dataset v2 and the Pick-a-Pic v1 dataset, PRDP achieves superior generation quality on a diverse set of complex, unseen prompts whereas RL-based methods completely fail.
PAL: Pluralistic Alignment Framework for Learning from Heterogeneous Preferences
Large foundation models pretrained on raw web-scale data are not readily deployable without additional step of extensive alignment to human preferences. Such alignment is typically done by collecting large amounts of pairwise comparisons from humans ("Do you prefer output A or B?") and learning a reward model or a policy with the Bradley-Terry-Luce (BTL) model as a proxy for a human's underlying implicit preferences. These methods generally suffer from assuming a universal preference shared by all humans, which lacks the flexibility of adapting to plurality of opinions and preferences. In this work, we propose PAL, a framework to model human preference complementary to existing pretraining strategies, which incorporates plurality from the ground up. We propose using the ideal point model as a lens to view alignment using preference comparisons. Together with our novel reformulation and using mixture modeling, our framework captures the plurality of population preferences while simultaneously learning a common preference latent space across different preferences, which can few-shot generalize to new, unseen users. Our approach enables us to use the penultimate-layer representation of large foundation models and simple MLP layers to learn reward functions that are on-par with the existing large state-of-the-art reward models, thereby enhancing efficiency of reward modeling significantly. We show that PAL achieves competitive reward model accuracy compared to strong baselines on 1) Language models with Summary dataset ; 2) Image Generative models with Pick-a-Pic dataset ; 3) A new semisynthetic heterogeneous dataset generated using Anthropic Personas. Finally, our experiments also highlight the shortcoming of current preference datasets that are created using rigid rubrics which wash away heterogeneity, and call for more nuanced data collection approaches.
MMFactory: A Universal Solution Search Engine for Vision-Language Tasks
With advances in foundational and vision-language models, and effective fine-tuning techniques, a large number of both general and special-purpose models have been developed for a variety of visual tasks. Despite the flexibility and accessibility of these models, no single model is able to handle all tasks and/or applications that may be envisioned by potential users. Recent approaches, such as visual programming and multimodal LLMs with integrated tools aim to tackle complex visual tasks, by way of program synthesis. However, such approaches overlook user constraints (e.g., performance / computational needs), produce test-time sample-specific solutions that are difficult to deploy, and, sometimes, require low-level instructions that maybe beyond the abilities of a naive user. To address these limitations, we introduce MMFactory, a universal framework that includes model and metrics routing components, acting like a solution search engine across various available models. Based on a task description and few sample input-output pairs and (optionally) resource and/or performance constraints, MMFactory can suggest a diverse pool of programmatic solutions by instantiating and combining visio-lingual tools from its model repository. In addition to synthesizing these solutions, MMFactory also proposes metrics and benchmarks performance / resource characteristics, allowing users to pick a solution that meets their unique design constraints. From the technical perspective, we also introduced a committee-based solution proposer that leverages multi-agent LLM conversation to generate executable, diverse, universal, and robust solutions for the user. Experimental results show that MMFactory outperforms existing methods by delivering state-of-the-art solutions tailored to user problem specifications. Project page is available at https://davidhalladay.github.io/mmfactory_demo.
Forcing Diffuse Distributions out of Language Models
Despite being trained specifically to follow user instructions, today's instructiontuned language models perform poorly when instructed to produce random outputs. For example, when prompted to pick a number uniformly between one and ten Llama-2-13B-chat disproportionately favors the number five, and when tasked with picking a first name at random, Mistral-7B-Instruct chooses Avery 40 times more often than we would expect based on the U.S. population. When these language models are used for real-world tasks where diversity of outputs is crucial, such as language model assisted dataset construction, their inability to produce diffuse distributions over valid choices is a major hurdle. In this work, we propose a fine-tuning method that encourages language models to output distributions that are diffuse over valid outcomes. The methods we introduce generalize across a variety of tasks and distributions and make large language models practical for synthetic dataset generation with little human intervention.
Approximation Algorithms for Fair Range Clustering
This paper studies the fair range clustering problem in which the data points are from different demographic groups and the goal is to pick k centers with the minimum clustering cost such that each group is at least minimally represented in the centers set and no group dominates the centers set. More precisely, given a set of n points in a metric space (P,d) where each point belongs to one of the ell different demographics (i.e., P = P_1 uplus P_2 uplus cdots uplus P_ell) and a set of ell intervals [alpha_1, beta_1], cdots, [alpha_ell, beta_ell] on desired number of centers from each group, the goal is to pick a set of k centers C with minimum ell_p-clustering cost (i.e., (sum_{vin P} d(v,C)^p)^{1/p}) such that for each group iin ell, |Ccap P_i| in [alpha_i, beta_i]. In particular, the fair range ell_p-clustering captures fair range k-center, k-median and k-means as its special cases. In this work, we provide efficient constant factor approximation algorithms for fair range ell_p-clustering for all values of pin [1,infty).
Galactic: Scaling End-to-End Reinforcement Learning for Rearrangement at 100k Steps-Per-Second
We present Galactic, a large-scale simulation and reinforcement-learning (RL) framework for robotic mobile manipulation in indoor environments. Specifically, a Fetch robot (equipped with a mobile base, 7DoF arm, RGBD camera, egomotion, and onboard sensing) is spawned in a home environment and asked to rearrange objects - by navigating to an object, picking it up, navigating to a target location, and then placing the object at the target location. Galactic is fast. In terms of simulation speed (rendering + physics), Galactic achieves over 421,000 steps-per-second (SPS) on an 8-GPU node, which is 54x faster than Habitat 2.0 (7699 SPS). More importantly, Galactic was designed to optimize the entire rendering + physics + RL interplay since any bottleneck in the interplay slows down training. In terms of simulation+RL speed (rendering + physics + inference + learning), Galactic achieves over 108,000 SPS, which 88x faster than Habitat 2.0 (1243 SPS). These massive speed-ups not only drastically cut the wall-clock training time of existing experiments, but also unlock an unprecedented scale of new experiments. First, Galactic can train a mobile pick skill to >80% accuracy in under 16 minutes, a 100x speedup compared to the over 24 hours it takes to train the same skill in Habitat 2.0. Second, we use Galactic to perform the largest-scale experiment to date for rearrangement using 5B steps of experience in 46 hours, which is equivalent to 20 years of robot experience. This scaling results in a single neural network composed of task-agnostic components achieving 85% success in GeometricGoal rearrangement, compared to 0% success reported in Habitat 2.0 for the same approach. The code is available at github.com/facebookresearch/galactic.
Grasping Diverse Objects with Simulated Humanoids
We present a method for controlling a simulated humanoid to grasp an object and move it to follow an object trajectory. Due to the challenges in controlling a humanoid with dexterous hands, prior methods often use a disembodied hand and only consider vertical lifts or short trajectories. This limited scope hampers their applicability for object manipulation required for animation and simulation. To close this gap, we learn a controller that can pick up a large number (>1200) of objects and carry them to follow randomly generated trajectories. Our key insight is to leverage a humanoid motion representation that provides human-like motor skills and significantly speeds up training. Using only simplistic reward, state, and object representations, our method shows favorable scalability on diverse object and trajectories. For training, we do not need dataset of paired full-body motion and object trajectories. At test time, we only require the object mesh and desired trajectories for grasping and transporting. To demonstrate the capabilities of our method, we show state-of-the-art success rates in following object trajectories and generalizing to unseen objects. Code and models will be released.
PhysPose: Refining 6D Object Poses with Physical Constraints
Accurate 6D object pose estimation from images is a key problem in object-centric scene understanding, enabling applications in robotics, augmented reality, and scene reconstruction. Despite recent advances, existing methods often produce physically inconsistent pose estimates, hindering their deployment in real-world scenarios. We introduce PhysPose, a novel approach that integrates physical reasoning into pose estimation through a postprocessing optimization enforcing non-penetration and gravitational constraints. By leveraging scene geometry, PhysPose refines pose estimates to ensure physical plausibility. Our approach achieves state-of-the-art accuracy on the YCB-Video dataset from the BOP benchmark and improves over the state-of-the-art pose estimation methods on the HOPE-Video dataset. Furthermore, we demonstrate its impact in robotics by significantly improving success rates in a challenging pick-and-place task, highlighting the importance of physical consistency in real-world applications.
DreamGen: Unlocking Generalization in Robot Learning through Neural Trajectories
We introduce DreamGen, a simple yet highly effective 4-stage pipeline for training robot policies that generalize across behaviors and environments through neural trajectories - synthetic robot data generated from video world models. DreamGen leverages state-of-the-art image-to-video generative models, adapting them to the target robot embodiment to produce photorealistic synthetic videos of familiar or novel tasks in diverse environments. Since these models generate only videos, we recover pseudo-action sequences using either a latent action model or an inverse-dynamics model (IDM). Despite its simplicity, DreamGen unlocks strong behavior and environment generalization: a humanoid robot can perform 22 new behaviors in both seen and unseen environments, while requiring teleoperation data from only a single pick-and-place task in one environment. To evaluate the pipeline systematically, we introduce DreamGen Bench, a video generation benchmark that shows a strong correlation between benchmark performance and downstream policy success. Our work establishes a promising new axis for scaling robot learning well beyond manual data collection.
Context-Aware Entity Grounding with Open-Vocabulary 3D Scene Graphs
We present an Open-Vocabulary 3D Scene Graph (OVSG), a formal framework for grounding a variety of entities, such as object instances, agents, and regions, with free-form text-based queries. Unlike conventional semantic-based object localization approaches, our system facilitates context-aware entity localization, allowing for queries such as ``pick up a cup on a kitchen table" or ``navigate to a sofa on which someone is sitting". In contrast to existing research on 3D scene graphs, OVSG supports free-form text input and open-vocabulary querying. Through a series of comparative experiments using the ScanNet dataset and a self-collected dataset, we demonstrate that our proposed approach significantly surpasses the performance of previous semantic-based localization techniques. Moreover, we highlight the practical application of OVSG in real-world robot navigation and manipulation experiments.
Manipulate by Seeing: Creating Manipulation Controllers from Pre-Trained Representations
The field of visual representation learning has seen explosive growth in the past years, but its benefits in robotics have been surprisingly limited so far. Prior work uses generic visual representations as a basis to learn (task-specific) robot action policies (e.g., via behavior cloning). While the visual representations do accelerate learning, they are primarily used to encode visual observations. Thus, action information has to be derived purely from robot data, which is expensive to collect! In this work, we present a scalable alternative where the visual representations can help directly infer robot actions. We observe that vision encoders express relationships between image observations as distances (e.g., via embedding dot product) that could be used to efficiently plan robot behavior. We operationalize this insight and develop a simple algorithm for acquiring a distance function and dynamics predictor, by fine-tuning a pre-trained representation on human collected video sequences. The final method is able to substantially outperform traditional robot learning baselines (e.g., 70% success v.s. 50% for behavior cloning on pick-place) on a suite of diverse real-world manipulation tasks. It can also generalize to novel objects, without using any robot demonstrations during train time. For visualizations of the learned policies please check: https://agi-labs.github.io/manipulate-by-seeing/.
Fourier Transporter: Bi-Equivariant Robotic Manipulation in 3D
Many complex robotic manipulation tasks can be decomposed as a sequence of pick and place actions. Training a robotic agent to learn this sequence over many different starting conditions typically requires many iterations or demonstrations, especially in 3D environments. In this work, we propose Fourier Transporter (FourTran) which leverages the two-fold SE(d)xSE(d) symmetry in the pick-place problem to achieve much higher sample efficiency. FourTran is an open-loop behavior cloning method trained using expert demonstrations to predict pick-place actions on new environments. FourTran is constrained to incorporate symmetries of the pick and place actions independently. Our method utilizes a fiber space Fourier transformation that allows for memory-efficient construction. We test our proposed network on the RLbench benchmark and achieve state-of-the-art results across various tasks.
"Pick-and-Pass" as a Hat-Trick Class for First-Principle Memory, Generalizability, and Interpretability Benchmarks
Closed drafting or "pick and pass" is a popular game mechanic where each round players select a card or other playable element from their hand and pass the rest to the next player. Games employing closed drafting make for great studies on memory and turn order due to their explicitly calculable memory of other players' hands. In this paper, we establish first-principle benchmarks for studying model-free reinforcement learning algorithms and their comparative ability to learn memory in a popular family of closed drafting games called "Sushi Go Party!", producing state-of-the-art results on this environment along the way. Furthermore, as Sushi Go Party! can be expressed as a set of closely-related games based on the set of cards in play, we quantify the generalizability of reinforcement learning algorithms trained on various sets of cards, establishing key trends between generalized performance and the set distance between the train and evaluation game configurations. Finally, we fit decision rules to interpret the strategy of the learned models and compare them to the ranking preferences of human players, finding intuitive common rules and intriguing new moves.
Pick-or-Mix: Dynamic Channel Sampling for ConvNets
Channel pruning approaches for convolutional neural networks (ConvNets) deactivate the channels, statically or dynamically, and require special implementation. In addition, channel squeezing in representative ConvNets is carried out via 1x1 convolutions which dominates a large portion of computations and network parameters. Given these challenges, we propose an effective multi-purpose module for dynamic channel sampling, namely Pick-or-Mix (PiX), which does not require special implementation. PiX divides a set of channels into subsets and then picks from them, where the picking decision is dynamically made per each pixel based on the input activations. We plug PiX into prominent ConvNet architectures and verify its multi-purpose utilities. After replacing 1x1 channel squeezing layers in ResNet with PiX, the network becomes 25% faster without losing accuracy. We show that PiX allows ConvNets to learn better data representation than widely adopted approaches to enhance networks' representation power (e.g., SE, CBAM, AFF, SKNet, and DWP). We also show that PiX achieves state-of-the-art performance on network downscaling and dynamic channel pruning applications.
Pick-and-Draw: Training-free Semantic Guidance for Text-to-Image Personalization
Diffusion-based text-to-image personalization have achieved great success in generating subjects specified by users among various contexts. Even though, existing finetuning-based methods still suffer from model overfitting, which greatly harms the generative diversity, especially when given subject images are few. To this end, we propose Pick-and-Draw, a training-free semantic guidance approach to boost identity consistency and generative diversity for personalization methods. Our approach consists of two components: appearance picking guidance and layout drawing guidance. As for the former, we construct an appearance palette with visual features from the reference image, where we pick local patterns for generating the specified subject with consistent identity. As for layout drawing, we outline the subject's contour by referring to a generative template from the vanilla diffusion model, and inherit the strong image prior to synthesize diverse contexts according to different text conditions. The proposed approach can be applied to any personalized diffusion models and requires as few as a single reference image. Qualitative and quantitative experiments show that Pick-and-Draw consistently improves identity consistency and generative diversity, pushing the trade-off between subject fidelity and image-text fidelity to a new Pareto frontier.
PhaseNet: A Deep-Neural-Network-Based Seismic Arrival Time Picking Method
As the number of seismic sensors grows, it is becoming increasingly difficult for analysts to pick seismic phases manually and comprehensively, yet such efforts are fundamental to earthquake monitoring. Despite years of improvements in automatic phase picking, it is difficult to match the performance of experienced analysts. A more subtle issue is that different seismic analysts may pick phases differently, which can introduce bias into earthquake locations. We present a deep-neural-network-based arrival-time picking method called "PhaseNet" that picks the arrival times of both P and S waves. Deep neural networks have recently made rapid progress in feature learning, and with sufficient training, have achieved super-human performance in many applications. PhaseNet uses three-component seismic waveforms as input and generates probability distributions of P arrivals, S arrivals, and noise as output. We engineer PhaseNet such that peaks in probability provide accurate arrival times for both P and S waves, and have the potential to increase the number of S-wave observations dramatically over what is currently available. This will enable both improved locations and improved shear wave velocity models. PhaseNet is trained on the prodigious available data set provided by analyst-labeled P and S arrival times from the Northern California Earthquake Data Center. The dataset we use contains more than seven million waveform samples extracted from over thirty years of earthquake recordings. We demonstrate that PhaseNet achieves much higher picking accuracy and recall rate than existing methods.
M2T2: Multi-Task Masked Transformer for Object-centric Pick and Place
With the advent of large language models and large-scale robotic datasets, there has been tremendous progress in high-level decision-making for object manipulation. These generic models are able to interpret complex tasks using language commands, but they often have difficulties generalizing to out-of-distribution objects due to the inability of low-level action primitives. In contrast, existing task-specific models excel in low-level manipulation of unknown objects, but only work for a single type of action. To bridge this gap, we present M2T2, a single model that supplies different types of low-level actions that work robustly on arbitrary objects in cluttered scenes. M2T2 is a transformer model which reasons about contact points and predicts valid gripper poses for different action modes given a raw point cloud of the scene. Trained on a large-scale synthetic dataset with 128K scenes, M2T2 achieves zero-shot sim2real transfer on the real robot, outperforming the baseline system with state-of-the-art task-specific models by about 19% in overall performance and 37.5% in challenging scenes where the object needs to be re-oriented for collision-free placement. M2T2 also achieves state-of-the-art results on a subset of language conditioned tasks in RLBench. Videos of robot experiments on unseen objects in both real world and simulation are available on our project website https://m2-t2.github.io.
Efficient Alignment of Unconditioned Action Prior for Language-conditioned Pick and Place in Clutter
We study the task of language-conditioned pick and place in clutter, where a robot should grasp a target object in open clutter and move it to a specified place. Some approaches learn end-to-end policies with features from vision foundation models, requiring large datasets. Others combine foundation models in a zero-shot setting, suffering from cascading errors. In addition, they primarily leverage vision and language foundation models, focusing less on action priors. In this paper, we aim to develop an effective policy by integrating foundation priors from vision, language, and action. We propose A^2, an action prior alignment method that aligns unconditioned action priors with 3D vision-language priors by learning one attention layer. The alignment formulation enables our policy to train with less data and preserve zero-shot generalization capabilities. We show that a shared policy for both pick and place actions enhances the performance for each task, and introduce a policy adaptation scheme to accommodate the multi-modal nature of actions. Extensive experiments in simulation and the real-world show that our policy achieves higher task success rates with fewer steps for both pick and place tasks in clutter, effectively generalizing to unseen objects and language instructions. Videos and codes are available at https://xukechun.github.io/papers/A2.
Multi-view Self-supervised Deep Learning for 6D Pose Estimation in the Amazon Picking Challenge
Robot warehouse automation has attracted significant interest in recent years, perhaps most visibly in the Amazon Picking Challenge (APC). A fully autonomous warehouse pick-and-place system requires robust vision that reliably recognizes and locates objects amid cluttered environments, self-occlusions, sensor noise, and a large variety of objects. In this paper we present an approach that leverages multi-view RGB-D data and self-supervised, data-driven learning to overcome those difficulties. The approach was part of the MIT-Princeton Team system that took 3rd- and 4th- place in the stowing and picking tasks, respectively at APC 2016. In the proposed approach, we segment and label multiple views of a scene with a fully convolutional neural network, and then fit pre-scanned 3D object models to the resulting segmentation to get the 6D object pose. Training a deep neural network for segmentation typically requires a large amount of training data. We propose a self-supervised method to generate a large labeled dataset without tedious manual segmentation. We demonstrate that our system can reliably estimate the 6D pose of objects under a variety of scenarios. All code, data, and benchmarks are available at http://apc.cs.princeton.edu/
RBench-V: A Primary Assessment for Visual Reasoning Models with Multi-modal Outputs
The rapid advancement of native multi-modal models and omni-models, exemplified by GPT-4o, Gemini, and o3, with their capability to process and generate content across modalities such as text and images, marks a significant milestone in the evolution of intelligence. Systematic evaluation of their multi-modal output capabilities in visual thinking processes (also known as multi-modal chain of thought, M-CoT) becomes critically important. However, existing benchmarks for evaluating multi-modal models primarily focus on assessing multi-modal inputs and text-only reasoning while neglecting the importance of reasoning through multi-modal outputs. In this paper, we present a benchmark, dubbed RBench-V, designed to assess models' vision-indispensable reasoning abilities. To construct RBench-V, we carefully hand-pick 803 questions covering math, physics, counting, and games. Unlike previous benchmarks that typically specify certain input modalities, RBench-V presents problems centered on multi-modal outputs, which require image manipulation such as generating novel images and constructing auxiliary lines to support the reasoning process. We evaluate numerous open- and closed-source models on RBench-V, including o3, Gemini 2.5 Pro, Qwen2.5-VL, etc. Even the best-performing model, o3, achieves only 25.8% accuracy on RBench-V, far below the human score of 82.3%, highlighting that current models struggle to leverage multi-modal reasoning. Data and code are available at https://evalmodels.github.io/rbenchv
Gestalt: a Stacking Ensemble for SQuAD2.0
We propose a deep-learning system -- for the SQuAD2.0 task -- that finds, or indicates the lack of, a correct answer to a question in a context paragraph. Our goal is to learn an ensemble of heterogeneous SQuAD2.0 models that, when blended properly, outperforms the best model in the ensemble per se. We created a stacking ensemble that combines top-N predictions from two models, based on ALBERT and RoBERTa, into a multiclass classification task to pick the best answer out of their predictions. We explored various ensemble configurations, input representations, and model architectures. For evaluation, we examined test-set EM and F1 scores; our best-performing ensemble incorporated a CNN-based meta-model and scored 87.117 and 90.306, respectively -- a relative improvement of 0.55% for EM and 0.61% for F1 scores, compared to the baseline performance of the best model in the ensemble, an ALBERT-based model, at 86.644 for EM and 89.760 for F1.
Self-Diagnosis and Self-Debiasing: A Proposal for Reducing Corpus-Based Bias in NLP
When trained on large, unfiltered crawls from the internet, language models pick up and reproduce all kinds of undesirable biases that can be found in the data: they often generate racist, sexist, violent or otherwise toxic language. As large models require millions of training examples to achieve good performance, it is difficult to completely prevent them from being exposed to such content. In this paper, we first demonstrate a surprising finding: pretrained language models recognize, to a considerable degree, their undesirable biases and the toxicity of the content they produce. We refer to this capability as self-diagnosis. Based on this finding, we then propose a decoding algorithm that, given only a textual description of the undesired behavior, reduces the probability of a language model producing problematic text. We refer to this approach as self-debiasing. Self-debiasing does not rely on manually curated word lists, nor does it require any training data or changes to the model's parameters. While we by no means eliminate the issue of language models generating biased text, we believe our approach to be an important step in this direction.
Articulate-Anything: Automatic Modeling of Articulated Objects via a Vision-Language Foundation Model
Interactive 3D simulated objects are crucial in AR/VR, animations, and robotics, driving immersive experiences and advanced automation. However, creating these articulated objects requires extensive human effort and expertise, limiting their broader applications. To overcome this challenge, we present Articulate-Anything, a system that automates the articulation of diverse, complex objects from many input modalities, including text, images, and videos. Articulate-Anything leverages vision-language models (VLMs) to generate code that can be compiled into an interactable digital twin for use in standard 3D simulators. Our system exploits existing 3D asset datasets via a mesh retrieval mechanism, along with an actor-critic system that iteratively proposes, evaluates, and refines solutions for articulating the objects, self-correcting errors to achieve a robust outcome. Qualitative evaluations demonstrate Articulate-Anything's capability to articulate complex and even ambiguous object affordances by leveraging rich grounded inputs. In extensive quantitative experiments on the standard PartNet-Mobility dataset, Articulate-Anything substantially outperforms prior work, increasing the success rate from 8.7-11.6% to 75% and setting a new bar for state-of-the-art performance. We further showcase the utility of our system by generating 3D assets from in-the-wild video inputs, which are then used to train robotic policies for fine-grained manipulation tasks in simulation that go beyond basic pick and place. These policies are then transferred to a real robotic system.
Few-shot Fine-tuning vs. In-context Learning: A Fair Comparison and Evaluation
Few-shot fine-tuning and in-context learning are two alternative strategies for task adaptation of pre-trained language models. Recently, in-context learning has gained popularity over fine-tuning due to its simplicity and improved out-of-domain generalization, and because extensive evidence shows that fine-tuned models pick up on spurious correlations. Unfortunately, previous comparisons of the two approaches were done using models of different sizes. This raises the question of whether the observed weaker out-of-domain generalization of fine-tuned models is an inherent property of fine-tuning or a limitation of the experimental setup. In this paper, we compare the generalization of few-shot fine-tuning and in-context learning to challenge datasets, while controlling for the models used, the number of examples, and the number of parameters, ranging from 125M to 30B. Our results show that fine-tuned language models can in fact generalize well out-of-domain. We find that both approaches generalize similarly; they exhibit large variation and depend on properties such as model size and the number of examples, highlighting that robust task adaptation remains a challenge.
Deep Reinforcement Learning of Volume-guided Progressive View Inpainting for 3D Point Scene Completion from a Single Depth Image
We present a deep reinforcement learning method of progressive view inpainting for 3D point scene completion under volume guidance, achieving high-quality scene reconstruction from only a single depth image with severe occlusion. Our approach is end-to-end, consisting of three modules: 3D scene volume reconstruction, 2D depth map inpainting, and multi-view selection for completion. Given a single depth image, our method first goes through the 3D volume branch to obtain a volumetric scene reconstruction as a guide to the next view inpainting step, which attempts to make up the missing information; the third step involves projecting the volume under the same view of the input, concatenating them to complete the current view depth, and integrating all depth into the point cloud. Since the occluded areas are unavailable, we resort to a deep Q-Network to glance around and pick the next best view for large hole completion progressively until a scene is adequately reconstructed while guaranteeing validity. All steps are learned jointly to achieve robust and consistent results. We perform qualitative and quantitative evaluations with extensive experiments on the SUNCG data, obtaining better results than the state of the art.
AutoWS-Bench-101: Benchmarking Automated Weak Supervision with 100 Labels
Weak supervision (WS) is a powerful method to build labeled datasets for training supervised models in the face of little-to-no labeled data. It replaces hand-labeling data with aggregating multiple noisy-but-cheap label estimates expressed by labeling functions (LFs). While it has been used successfully in many domains, weak supervision's application scope is limited by the difficulty of constructing labeling functions for domains with complex or high-dimensional features. To address this, a handful of methods have proposed automating the LF design process using a small set of ground truth labels. In this work, we introduce AutoWS-Bench-101: a framework for evaluating automated WS (AutoWS) techniques in challenging WS settings -- a set of diverse application domains on which it has been previously difficult or impossible to apply traditional WS techniques. While AutoWS is a promising direction toward expanding the application-scope of WS, the emergence of powerful methods such as zero-shot foundation models reveals the need to understand how AutoWS techniques compare or cooperate with modern zero-shot or few-shot learners. This informs the central question of AutoWS-Bench-101: given an initial set of 100 labels for each task, we ask whether a practitioner should use an AutoWS method to generate additional labels or use some simpler baseline, such as zero-shot predictions from a foundation model or supervised learning. We observe that in many settings, it is necessary for AutoWS methods to incorporate signal from foundation models if they are to outperform simple few-shot baselines, and AutoWS-Bench-101 promotes future research in this direction. We conclude with a thorough ablation study of AutoWS methods.
LayoutPrompter: Awaken the Design Ability of Large Language Models
Conditional graphic layout generation, which automatically maps user constraints to high-quality layouts, has attracted widespread attention today. Although recent works have achieved promising performance, the lack of versatility and data efficiency hinders their practical applications. In this work, we propose LayoutPrompter, which leverages large language models (LLMs) to address the above problems through in-context learning. LayoutPrompter is made up of three key components, namely input-output serialization, dynamic exemplar selection and layout ranking. Specifically, the input-output serialization component meticulously designs the input and output formats for each layout generation task. Dynamic exemplar selection is responsible for selecting the most helpful prompting exemplars for a given input. And a layout ranker is used to pick the highest quality layout from multiple outputs of LLMs. We conduct experiments on all existing layout generation tasks using four public datasets. Despite the simplicity of our approach, experimental results show that LayoutPrompter can compete with or even outperform state-of-the-art approaches on these tasks without any model training or fine-tuning. This demonstrates the effectiveness of this versatile and training-free approach. In addition, the ablation studies show that LayoutPrompter is significantly superior to the training-based baseline in a low-data regime, further indicating the data efficiency of LayoutPrompter. Our project is available at https://github.com/microsoft/LayoutGeneration/tree/main/LayoutPrompter.
Benchmarking global optimization techniques for unmanned aerial vehicle path planning
The Unmanned Aerial Vehicle (UAV) path planning problem is a complex optimization problem in the field of robotics. In this paper, we investigate the possible utilization of this problem in benchmarking global optimization methods. We devise a problem instance generator and pick 56 representative instances, which we compare to established benchmarking suits through Exploratory Landscape Analysis to show their uniqueness. For the computational comparison, we select twelve well-performing global optimization techniques from both subfields of stochastic algorithms (evolutionary computation methods) and deterministic algorithms (Dividing RECTangles, or DIRECT-type methods). The experiments were conducted in settings with varying dimensionality and computational budgets. The results were analyzed through several criteria (number of best-found solutions, mean relative error, Friedman ranks) and utilized established statistical tests. The best-ranking methods for the UAV problems were almost universally the top-performing evolutionary techniques from recent competitions on numerical optimization at the Institute of Electrical and Electronics Engineers Congress on Evolutionary Computation. Lastly, we discussed the variable dimension characteristics of the studied UAV problems that remain still largely under-investigated.
Compressed Image Generation with Denoising Diffusion Codebook Models
We present a novel generative approach based on Denoising Diffusion Models (DDMs), which produces high-quality image samples along with their losslessly compressed bit-stream representations. This is obtained by replacing the standard Gaussian noise sampling in the reverse diffusion with a selection of noise samples from pre-defined codebooks of fixed iid Gaussian vectors. Surprisingly, we find that our method, termed Denoising Diffusion Codebook Model (DDCM), retains sample quality and diversity of standard DDMs, even for extremely small codebooks. We leverage DDCM and pick the noises from the codebooks that best match a given image, converting our generative model into a highly effective lossy image codec achieving state-of-the-art perceptual image compression results. More generally, by setting other noise selections rules, we extend our compression method to any conditional image generation task (e.g., image restoration), where the generated images are produced jointly with their condensed bit-stream representations. Our work is accompanied by a mathematical interpretation of the proposed compressed conditional generation schemes, establishing a connection with score-based approximations of posterior samplers for the tasks considered.
HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos
We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (more than 3.7M images) of multi-view RGB/monochrome image streams showing 19 subjects interacting with 33 diverse rigid objects, multi-modal signals such as eye gaze or scene point clouds, as well as comprehensive ground-truth annotations including 3D poses of objects, hands, and cameras, and 3D models of hands and objects. In addition to simple pick-up/observe/put-down actions, HOT3D contains scenarios resembling typical actions in a kitchen, office, and living room environment. The dataset is recorded by two head-mounted devices from Meta: Project Aria, a research prototype of light-weight AR/AI glasses, and Quest 3, a production VR headset sold in millions of units. Ground-truth poses were obtained by a professional motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. In our experiments, we demonstrate the effectiveness of multi-view egocentric data for three popular tasks: 3D hand tracking, 6DoF object pose estimation, and 3D lifting of unknown in-hand objects. The evaluated multi-view methods, whose benchmarking is uniquely enabled by HOT3D, significantly outperform their single-view counterparts.
Introducing HOT3D: An Egocentric Dataset for 3D Hand and Object Tracking
We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (more than 3.7M images) of multi-view RGB/monochrome image streams showing 19 subjects interacting with 33 diverse rigid objects, multi-modal signals such as eye gaze or scene point clouds, as well as comprehensive ground truth annotations including 3D poses of objects, hands, and cameras, and 3D models of hands and objects. In addition to simple pick-up/observe/put-down actions, HOT3D contains scenarios resembling typical actions in a kitchen, office, and living room environment. The dataset is recorded by two head-mounted devices from Meta: Project Aria, a research prototype of light-weight AR/AI glasses, and Quest 3, a production VR headset sold in millions of units. Ground-truth poses were obtained by a professional motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. We aim to accelerate research on egocentric hand-object interaction by making the HOT3D dataset publicly available and by co-organizing public challenges on the dataset at ECCV 2024. The dataset can be downloaded from the project website: https://facebookresearch.github.io/hot3d/.
Open-World Object Manipulation using Pre-trained Vision-Language Models
For robots to follow instructions from people, they must be able to connect the rich semantic information in human vocabulary, e.g. "can you get me the pink stuffed whale?" to their sensory observations and actions. This brings up a notably difficult challenge for robots: while robot learning approaches allow robots to learn many different behaviors from first-hand experience, it is impractical for robots to have first-hand experiences that span all of this semantic information. We would like a robot's policy to be able to perceive and pick up the pink stuffed whale, even if it has never seen any data interacting with a stuffed whale before. Fortunately, static data on the internet has vast semantic information, and this information is captured in pre-trained vision-language models. In this paper, we study whether we can interface robot policies with these pre-trained models, with the aim of allowing robots to complete instructions involving object categories that the robot has never seen first-hand. We develop a simple approach, which we call Manipulation of Open-World Objects (MOO), which leverages a pre-trained vision-language model to extract object-identifying information from the language command and image, and conditions the robot policy on the current image, the instruction, and the extracted object information. In a variety of experiments on a real mobile manipulator, we find that MOO generalizes zero-shot to a wide range of novel object categories and environments. In addition, we show how MOO generalizes to other, non-language-based input modalities to specify the object of interest such as finger pointing, and how it can be further extended to enable open-world navigation and manipulation. The project's website and evaluation videos can be found at https://robot-moo.github.io/
Autonomous Soundscape Augmentation with Multimodal Fusion of Visual and Participant-linked Inputs
Autonomous soundscape augmentation systems typically use trained models to pick optimal maskers to effect a desired perceptual change. While acoustic information is paramount to such systems, contextual information, including participant demographics and the visual environment, also influences acoustic perception. Hence, we propose modular modifications to an existing attention-based deep neural network, to allow early, mid-level, and late feature fusion of participant-linked, visual, and acoustic features. Ablation studies on module configurations and corresponding fusion methods using the ARAUS dataset show that contextual features improve the model performance in a statistically significant manner on the normalized ISO Pleasantness, to a mean squared error of 0.1194pm0.0012 for the best-performing all-modality model, against 0.1217pm0.0009 for the audio-only model. Soundscape augmentation systems can thereby leverage multimodal inputs for improved performance. We also investigate the impact of individual participant-linked factors using trained models to illustrate improvements in model explainability.
Large Language Monkeys: Scaling Inference Compute with Repeated Sampling
Scaling the amount of compute used to train language models has dramatically improved their capabilities. However, when it comes to inference, we often limit the amount of compute to only one attempt per problem. Here, we explore inference compute as another axis for scaling by increasing the number of generated samples. Across multiple tasks and models, we observe that coverage - the fraction of problems solved by any attempt - scales with the number of samples over four orders of magnitude. In domains like coding and formal proofs, where all answers can be automatically verified, these increases in coverage directly translate into improved performance. When we apply repeated sampling to SWE-bench Lite, the fraction of issues solved with DeepSeek-V2-Coder-Instruct increases from 15.9% with one sample to 56% with 250 samples, outperforming the single-attempt state-of-the-art of 43% which uses more capable frontier models. Moreover, using current API pricing, amplifying the cheaper DeepSeek model with five samples is more cost-effective and solves more issues than paying a premium for one sample from GPT-4o or Claude 3.5 Sonnet. Interestingly, the relationship between coverage and the number of samples is often log-linear and can be modelled with an exponentiated power law, suggesting the existence of inference-time scaling laws. Finally, we find that identifying correct samples out of many generations remains an important direction for future research in domains without automatic verifiers. When solving math word problems from GSM8K and MATH, coverage with Llama-3 models grows to over 95% with 10,000 samples. However, common methods to pick correct solutions from a sample collection, such as majority voting or reward models, plateau beyond several hundred samples and fail to fully scale with the sample budget.
OK-Robot: What Really Matters in Integrating Open-Knowledge Models for Robotics
Remarkable progress has been made in recent years in the fields of vision, language, and robotics. We now have vision models capable of recognizing objects based on language queries, navigation systems that can effectively control mobile systems, and grasping models that can handle a wide range of objects. Despite these advancements, general-purpose applications of robotics still lag behind, even though they rely on these fundamental capabilities of recognition, navigation, and grasping. In this paper, we adopt a systems-first approach to develop a new Open Knowledge-based robotics framework called OK-Robot. By combining Vision-Language Models (VLMs) for object detection, navigation primitives for movement, and grasping primitives for object manipulation, OK-Robot offers a integrated solution for pick-and-drop operations without requiring any training. To evaluate its performance, we run OK-Robot in 10 real-world home environments. The results demonstrate that OK-Robot achieves a 58.5% success rate in open-ended pick-and-drop tasks, representing a new state-of-the-art in Open Vocabulary Mobile Manipulation (OVMM) with nearly 1.8x the performance of prior work. On cleaner, uncluttered environments, OK-Robot's performance increases to 82%. However, the most important insight gained from OK-Robot is the critical role of nuanced details when combining Open Knowledge systems like VLMs with robotic modules. Videos of our experiments are available on our website: https://ok-robot.github.io
The FACTS Grounding Leaderboard: Benchmarking LLMs' Ability to Ground Responses to Long-Form Input
We introduce FACTS Grounding, an online leaderboard and associated benchmark that evaluates language models' ability to generate text that is factually accurate with respect to given context in the user prompt. In our benchmark, each prompt includes a user request and a full document, with a maximum length of 32k tokens, requiring long-form responses. The long-form responses are required to be fully grounded in the provided context document while fulfilling the user request. Models are evaluated using automated judge models in two phases: (1) responses are disqualified if they do not fulfill the user request; (2) they are judged as accurate if the response is fully grounded in the provided document. The automated judge models were comprehensively evaluated against a held-out test-set to pick the best prompt template, and the final factuality score is an aggregate of multiple judge models to mitigate evaluation bias. The FACTS Grounding leaderboard will be actively maintained over time, and contains both public and private splits to allow for external participation while guarding the integrity of the leaderboard. It can be found at https://www.kaggle.com/facts-leaderboard.
RT-Trajectory: Robotic Task Generalization via Hindsight Trajectory Sketches
Generalization remains one of the most important desiderata for robust robot learning systems. While recently proposed approaches show promise in generalization to novel objects, semantic concepts, or visual distribution shifts, generalization to new tasks remains challenging. For example, a language-conditioned policy trained on pick-and-place tasks will not be able to generalize to a folding task, even if the arm trajectory of folding is similar to pick-and-place. Our key insight is that this kind of generalization becomes feasible if we represent the task through rough trajectory sketches. We propose a policy conditioning method using such rough trajectory sketches, which we call RT-Trajectory, that is practical, easy to specify, and allows the policy to effectively perform new tasks that would otherwise be challenging to perform. We find that trajectory sketches strike a balance between being detailed enough to express low-level motion-centric guidance while being coarse enough to allow the learned policy to interpret the trajectory sketch in the context of situational visual observations. In addition, we show how trajectory sketches can provide a useful interface to communicate with robotic policies: they can be specified through simple human inputs like drawings or videos, or through automated methods such as modern image-generating or waypoint-generating methods. We evaluate RT-Trajectory at scale on a variety of real-world robotic tasks, and find that RT-Trajectory is able to perform a wider range of tasks compared to language-conditioned and goal-conditioned policies, when provided the same training data.
Ask the experts: sourcing high-quality datasets for nutritional counselling through Human-AI collaboration
Large Language Models (LLMs), with their flexible generation abilities, can be powerful data sources in domains with few or no available corpora. However, problems like hallucinations and biases limit such applications. In this case study, we pick nutrition counselling, a domain lacking any public resource, and show that high-quality datasets can be gathered by combining LLMs, crowd-workers and nutrition experts. We first crowd-source and cluster a novel dataset of diet-related issues, then work with experts to prompt ChatGPT into producing related supportive text. Finally, we let the experts evaluate the safety of the generated text. We release HAI-coaching, the first expert-annotated nutrition counselling dataset containing ~2.4K dietary struggles from crowd workers, and ~97K related supportive texts generated by ChatGPT. Extensive analysis shows that ChatGPT while producing highly fluent and human-like text, also manifests harmful behaviours, especially in sensitive topics like mental health, making it unsuitable for unsupervised use.
KITE: Keypoint-Conditioned Policies for Semantic Manipulation
While natural language offers a convenient shared interface for humans and robots, enabling robots to interpret and follow language commands remains a longstanding challenge in manipulation. A crucial step to realizing a performant instruction-following robot is achieving semantic manipulation, where a robot interprets language at different specificities, from high-level instructions like "Pick up the stuffed animal" to more detailed inputs like "Grab the left ear of the elephant." To tackle this, we propose Keypoints + Instructions to Execution (KITE), a two-step framework for semantic manipulation which attends to both scene semantics (distinguishing between different objects in a visual scene) and object semantics (precisely localizing different parts within an object instance). KITE first grounds an input instruction in a visual scene through 2D image keypoints, providing a highly accurate object-centric bias for downstream action inference. Provided an RGB-D scene observation, KITE then executes a learned keypoint-conditioned skill to carry out the instruction. The combined precision of keypoints and parameterized skills enables fine-grained manipulation with generalization to scene and object variations. Empirically, we demonstrate KITE in 3 real-world environments: long-horizon 6-DoF tabletop manipulation, semantic grasping, and a high-precision coffee-making task. In these settings, KITE achieves a 75%, 70%, and 71% overall success rate for instruction-following, respectively. KITE outperforms frameworks that opt for pre-trained visual language models over keypoint-based grounding, or omit skills in favor of end-to-end visuomotor control, all while being trained from fewer or comparable amounts of demonstrations. Supplementary material, datasets, code, and videos can be found on our website: http://tinyurl.com/kite-site.
Dream2Real: Zero-Shot 3D Object Rearrangement with Vision-Language Models
We introduce Dream2Real, a robotics framework which integrates vision-language models (VLMs) trained on 2D data into a 3D object rearrangement pipeline. This is achieved by the robot autonomously constructing a 3D representation of the scene, where objects can be rearranged virtually and an image of the resulting arrangement rendered. These renders are evaluated by a VLM, so that the arrangement which best satisfies the user instruction is selected and recreated in the real world with pick-and-place. This enables language-conditioned rearrangement to be performed zero-shot, without needing to collect a training dataset of example arrangements. Results on a series of real-world tasks show that this framework is robust to distractors, controllable by language, capable of understanding complex multi-object relations, and readily applicable to both tabletop and 6-DoF rearrangement tasks.
Learning Compiler Pass Orders using Coreset and Normalized Value Prediction
Finding the optimal pass sequence of compilation can lead to a significant reduction in program size and/or improvement in program efficiency. Prior works on compilation pass ordering have two major drawbacks. They either require an excessive budget (in terms of compilation steps) at compile time or fail to generalize to unseen programs. In this paper, for code-size reduction tasks, we propose a novel pipeline to find program-dependent pass sequences within 45 compilation calls. It first identifies a coreset of 50 pass sequences via greedy optimization of a submodular function, and then learns a policy with Graph Neural Network (GNN) to pick the optimal sequence by predicting the normalized values of the pass sequences in the coreset. Despite its simplicity, our pipeline outperforms the default -Oz flag by an average of 4.7% over a large collection (4683) of unseen code repositories from diverse domains across 14 datasets. In comparison, previous approaches like reinforcement learning on the raw pass sequence space may take days to train due to sparse reward, and may not generalize well in held-out ones from different domains. Our results demonstrate that existing human-designed compiler flags can be improved with a simple yet effective technique that transforms the raw action space into a small one with denser rewards.
Neuro-Endo-Trainer-Online Assessment System (NET-OAS) for Neuro-Endoscopic Skills Training
Neuro-endoscopy is a challenging minimally invasive neurosurgery that requires surgical skills to be acquired using training methods different from the existing apprenticeship model. There are various training systems developed for imparting fundamental technical skills in laparoscopy where as limited systems for neuro-endoscopy. Neuro-Endo-Trainer was a box-trainer developed for endo-nasal transsphenoidal surgical skills training with video based offline evaluation system. The objective of the current study was to develop a modified version (Neuro-Endo-Trainer-Online Assessment System (NET-OAS)) by providing a stand-alone system with online evaluation and real-time feedback. The validation study on a group of 15 novice participants shows the improvement in the technical skills for handling the neuro-endoscope and the tool while performing pick and place activity.
Jump Cut Smoothing for Talking Heads
A jump cut offers an abrupt, sometimes unwanted change in the viewing experience. We present a novel framework for smoothing these jump cuts, in the context of talking head videos. We leverage the appearance of the subject from the other source frames in the video, fusing it with a mid-level representation driven by DensePose keypoints and face landmarks. To achieve motion, we interpolate the keypoints and landmarks between the end frames around the cut. We then use an image translation network from the keypoints and source frames, to synthesize pixels. Because keypoints can contain errors, we propose a cross-modal attention scheme to select and pick the most appropriate source amongst multiple options for each key point. By leveraging this mid-level representation, our method can achieve stronger results than a strong video interpolation baseline. We demonstrate our method on various jump cuts in the talking head videos, such as cutting filler words, pauses, and even random cuts. Our experiments show that we can achieve seamless transitions, even in the challenging cases where the talking head rotates or moves drastically in the jump cut.
Call Me When Necessary: LLMs can Efficiently and Faithfully Reason over Structured Environments
Large Language Models (LLMs) have shown potential in reasoning over structured environments, e.g., knowledge graph and table. Such tasks typically require multi-hop reasoning, i.e., match natural language utterance with instances in the environment. Previous methods leverage LLMs to incrementally build a reasoning path, where the LLMs either invoke tools or pick up schemas by step-by-step interacting with the environment. We propose Reasoning-Path-Editing (Readi), a novel framework where LLMs can efficiently and faithfully reason over structured environments. In Readi, LLMs initially generate a reasoning path given a query, and edit the path only when necessary. We instantiate the path on structured environments and provide feedback to edit the path if anything goes wrong. Experimental results on three KGQA and two TableQA datasets show the effectiveness of Readi, significantly surpassing previous LLM-based methods (by 9.1% Hit@1 on WebQSP, 12.4% on MQA-3H and 9.5% on WTQ), comparable with state-of-the-art fine-tuned methods (67% on CWQ and 74.7% on WebQSP) and substantially boosting the vanilla LLMs (by 14.9% on CWQ). Our code will be available on https://aka.ms/readi.
Code as Policies: Language Model Programs for Embodied Control
Large language models (LLMs) trained on code completion have been shown to be capable of synthesizing simple Python programs from docstrings [1]. We find that these code-writing LLMs can be re-purposed to write robot policy code, given natural language commands. Specifically, policy code can express functions or feedback loops that process perception outputs (e.g.,from object detectors [2], [3]) and parameterize control primitive APIs. When provided as input several example language commands (formatted as comments) followed by corresponding policy code (via few-shot prompting), LLMs can take in new commands and autonomously re-compose API calls to generate new policy code respectively. By chaining classic logic structures and referencing third-party libraries (e.g., NumPy, Shapely) to perform arithmetic, LLMs used in this way can write robot policies that (i) exhibit spatial-geometric reasoning, (ii) generalize to new instructions, and (iii) prescribe precise values (e.g., velocities) to ambiguous descriptions ("faster") depending on context (i.e., behavioral commonsense). This paper presents code as policies: a robot-centric formulation of language model generated programs (LMPs) that can represent reactive policies (e.g., impedance controllers), as well as waypoint-based policies (vision-based pick and place, trajectory-based control), demonstrated across multiple real robot platforms. Central to our approach is prompting hierarchical code-gen (recursively defining undefined functions), which can write more complex code and also improves state-of-the-art to solve 39.8% of problems on the HumanEval [1] benchmark. Code and videos are available at https://code-as-policies.github.io
Deep Active Learning in Remote Sensing for data efficient Change Detection
We investigate active learning in the context of deep neural network models for change detection and map updating. Active learning is a natural choice for a number of remote sensing tasks, including the detection of local surface changes: changes are on the one hand rare and on the other hand their appearance is varied and diffuse, making it hard to collect a representative training set in advance. In the active learning setting, one starts from a minimal set of training examples and progressively chooses informative samples that are annotated by a user and added to the training set. Hence, a core component of an active learning system is a mechanism to estimate model uncertainty, which is then used to pick uncertain, informative samples. We study different mechanisms to capture and quantify this uncertainty when working with deep networks, based on the variance or entropy across explicit or implicit model ensembles. We show that active learning successfully finds highly informative samples and automatically balances the training distribution, and reaches the same performance as a model supervised with a large, pre-annotated training set, with approx99% fewer annotated samples.
Imagination Policy: Using Generative Point Cloud Models for Learning Manipulation Policies
Humans can imagine goal states during planning and perform actions to match those goals. In this work, we propose Imagination Policy, a novel multi-task key-frame policy network for solving high-precision pick and place tasks. Instead of learning actions directly, Imagination Policy generates point clouds to imagine desired states which are then translated to actions using rigid action estimation. This transforms action inference into a local generative task. We leverage pick and place symmetries underlying the tasks in the generation process and achieve extremely high sample efficiency and generalizability to unseen configurations. Finally, we demonstrate state-of-the-art performance across various tasks on the RLbench benchmark compared with several strong baselines.
ApproxDet: Content and Contention-Aware Approximate Object Detection for Mobiles
Advanced video analytic systems, including scene classification and object detection, have seen widespread success in various domains such as smart cities and autonomous transportation. With an ever-growing number of powerful client devices, there is incentive to move these heavy video analytics workloads from the cloud to mobile devices to achieve low latency and real-time processing and to preserve user privacy. However, most video analytic systems are heavyweight and are trained offline with some pre-defined latency or accuracy requirements. This makes them unable to adapt at runtime in the face of three types of dynamism -- the input video characteristics change, the amount of compute resources available on the node changes due to co-located applications, and the user's latency-accuracy requirements change. In this paper we introduce ApproxDet, an adaptive video object detection framework for mobile devices to meet accuracy-latency requirements in the face of changing content and resource contention scenarios. To achieve this, we introduce a multi-branch object detection kernel (layered on Faster R-CNN), which incorporates a data-driven modeling approach on the performance metrics, and a latency SLA-driven scheduler to pick the best execution branch at runtime. We couple this kernel with approximable video object tracking algorithms to create an end-to-end video object detection system. We evaluate ApproxDet on a large benchmark video dataset and compare quantitatively to AdaScale and YOLOv3. We find that ApproxDet is able to adapt to a wide variety of contention and content characteristics and outshines all baselines, e.g., it achieves 52% lower latency and 11.1% higher accuracy over YOLOv3.
Self-Recognition in Language Models
A rapidly growing number of applications rely on a small set of closed-source language models (LMs). This dependency might introduce novel security risks if LMs develop self-recognition capabilities. Inspired by human identity verification methods, we propose a novel approach for assessing self-recognition in LMs using model-generated "security questions". Our test can be externally administered to keep track of frontier models as it does not require access to internal model parameters or output probabilities. We use our test to examine self-recognition in ten of the most capable open- and closed-source LMs currently publicly available. Our extensive experiments found no empirical evidence of general or consistent self-recognition in any examined LM. Instead, our results suggest that given a set of alternatives, LMs seek to pick the "best" answer, regardless of its origin. Moreover, we find indications that preferences about which models produce the best answers are consistent across LMs. We additionally uncover novel insights on position bias considerations for LMs in multiple-choice settings.
Model soups: averaging weights of multiple fine-tuned models improves accuracy without increasing inference time
The conventional recipe for maximizing model accuracy is to (1) train multiple models with various hyperparameters and (2) pick the individual model which performs best on a held-out validation set, discarding the remainder. In this paper, we revisit the second step of this procedure in the context of fine-tuning large pre-trained models, where fine-tuned models often appear to lie in a single low error basin. We show that averaging the weights of multiple models fine-tuned with different hyperparameter configurations often improves accuracy and robustness. Unlike a conventional ensemble, we may average many models without incurring any additional inference or memory costs -- we call the results "model soups." When fine-tuning large pre-trained models such as CLIP, ALIGN, and a ViT-G pre-trained on JFT, our soup recipe provides significant improvements over the best model in a hyperparameter sweep on ImageNet. The resulting ViT-G model, which attains 90.94% top-1 accuracy on ImageNet, achieved a new state of the art. Furthermore, we show that the model soup approach extends to multiple image classification and natural language processing tasks, improves out-of-distribution performance, and improves zero-shot performance on new downstream tasks. Finally, we analytically relate the performance similarity of weight-averaging and logit-ensembling to flatness of the loss and confidence of the predictions, and validate this relation empirically. Code is available at https://github.com/mlfoundations/model-soups.
MutaGReP: Execution-Free Repository-Grounded Plan Search for Code-Use
When a human requests an LLM to complete a coding task using functionality from a large code repository, how do we provide context from the repo to the LLM? One approach is to add the entire repo to the LLM's context window. However, most tasks involve only fraction of symbols from a repo, longer contexts are detrimental to the LLM's reasoning abilities, and context windows are not unlimited. Alternatively, we could emulate the human ability to navigate a large repo, pick out the right functionality, and form a plan to solve the task. We propose MutaGReP (Mutation-guided Grounded Repository Plan Search), an approach to search for plans that decompose a user request into natural language steps grounded in the codebase. MutaGReP performs neural tree search in plan space, exploring by mutating plans and using a symbol retriever for grounding. On the challenging LongCodeArena benchmark, our plans use less than 5% of the 128K context window for GPT-4o but rival the coding performance of GPT-4o with a context window filled with the repo. Plans produced by MutaGReP allow Qwen 2.5 Coder 32B and 72B to match the performance of GPT-4o with full repo context and enable progress on the hardest LongCodeArena tasks. Project page: zaidkhan.me/MutaGReP
Household navigation and manipulation for everyday object rearrangement tasks
We consider the problem of building an assistive robotic system that can help humans in daily household cleanup tasks. Creating such an autonomous system in real-world environments is inherently quite challenging, as a general solution may not suit the preferences of a particular customer. Moreover, such a system consists of multi-objective tasks comprising -- (i) Detection of misplaced objects and prediction of their potentially correct placements, (ii) Fine-grained manipulation for stable object grasping, and (iii) Room-to-room navigation for transferring objects in unseen environments. This work systematically tackles each component and integrates them into a complete object rearrangement pipeline. To validate our proposed system, we conduct multiple experiments on a real robotic platform involving multi-room object transfer, user preference-based placement, and complex pick-and-place tasks. Project page: https://sites.google.com/eng.ucsd.edu/home-robot
RT-2: Vision-Language-Action Models Transfer Web Knowledge to Robotic Control
We study how vision-language models trained on Internet-scale data can be incorporated directly into end-to-end robotic control to boost generalization and enable emergent semantic reasoning. Our goal is to enable a single end-to-end trained model to both learn to map robot observations to actions and enjoy the benefits of large-scale pretraining on language and vision-language data from the web. To this end, we propose to co-fine-tune state-of-the-art vision-language models on both robotic trajectory data and Internet-scale vision-language tasks, such as visual question answering. In contrast to other approaches, we propose a simple, general recipe to achieve this goal: in order to fit both natural language responses and robotic actions into the same format, we express the actions as text tokens and incorporate them directly into the training set of the model in the same way as natural language tokens. We refer to such category of models as vision-language-action models (VLA) and instantiate an example of such a model, which we call RT-2. Our extensive evaluation (6k evaluation trials) shows that our approach leads to performant robotic policies and enables RT-2 to obtain a range of emergent capabilities from Internet-scale training. This includes significantly improved generalization to novel objects, the ability to interpret commands not present in the robot training data (such as placing an object onto a particular number or icon), and the ability to perform rudimentary reasoning in response to user commands (such as picking up the smallest or largest object, or the one closest to another object). We further show that incorporating chain of thought reasoning allows RT-2 to perform multi-stage semantic reasoning, for example figuring out which object to pick up for use as an improvised hammer (a rock), or which type of drink is best suited for someone who is tired (an energy drink).
DynaMem: Online Dynamic Spatio-Semantic Memory for Open World Mobile Manipulation
Significant progress has been made in open-vocabulary mobile manipulation, where the goal is for a robot to perform tasks in any environment given a natural language description. However, most current systems assume a static environment, which limits the system's applicability in real-world scenarios where environments frequently change due to human intervention or the robot's own actions. In this work, we present DynaMem, a new approach to open-world mobile manipulation that uses a dynamic spatio-semantic memory to represent a robot's environment. DynaMem constructs a 3D data structure to maintain a dynamic memory of point clouds, and answers open-vocabulary object localization queries using multimodal LLMs or open-vocabulary features generated by state-of-the-art vision-language models. Powered by DynaMem, our robots can explore novel environments, search for objects not found in memory, and continuously update the memory as objects move, appear, or disappear in the scene. We run extensive experiments on the Stretch SE3 robots in three real and nine offline scenes, and achieve an average pick-and-drop success rate of 70% on non-stationary objects, which is more than a 2x improvement over state-of-the-art static systems. Our code as well as our experiment and deployment videos are open sourced and can be found on our project website: https://dynamem.github.io/
Gaussian Material Synthesis
We present a learning-based system for rapid mass-scale material synthesis that is useful for novice and expert users alike. The user preferences are learned via Gaussian Process Regression and can be easily sampled for new recommendations. Typically, each recommendation takes 40-60 seconds to render with global illumination, which makes this process impracticable for real-world workflows. Our neural network eliminates this bottleneck by providing high-quality image predictions in real time, after which it is possible to pick the desired materials from a gallery and assign them to a scene in an intuitive manner. Workflow timings against Disney's "principled" shader reveal that our system scales well with the number of sought materials, thus empowering even novice users to generate hundreds of high-quality material models without any expertise in material modeling. Similarly, expert users experience a significant decrease in the total modeling time when populating a scene with materials. Furthermore, our proposed solution also offers controllable recommendations and a novel latent space variant generation step to enable the real-time fine-tuning of materials without requiring any domain expertise.