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Language Models are Few-Shot Learners

Recent work has demonstrated substantial gains on many NLP tasks and benchmarks by pre-training on a large corpus of text followed by fine-tuning on a specific task. While typically task-agnostic in architecture, this method still requires task-specific fine-tuning datasets of thousands or tens of thousands of examples. By contrast, humans can generally perform a new language task from only a few examples or from simple instructions - something which current NLP systems still largely struggle to do. Here we show that scaling up language models greatly improves task-agnostic, few-shot performance, sometimes even reaching competitiveness with prior state-of-the-art fine-tuning approaches. Specifically, we train GPT-3, an autoregressive language model with 175 billion parameters, 10x more than any previous non-sparse language model, and test its performance in the few-shot setting. For all tasks, GPT-3 is applied without any gradient updates or fine-tuning, with tasks and few-shot demonstrations specified purely via text interaction with the model. GPT-3 achieves strong performance on many NLP datasets, including translation, question-answering, and cloze tasks, as well as several tasks that require on-the-fly reasoning or domain adaptation, such as unscrambling words, using a novel word in a sentence, or performing 3-digit arithmetic. At the same time, we also identify some datasets where GPT-3's few-shot learning still struggles, as well as some datasets where GPT-3 faces methodological issues related to training on large web corpora. Finally, we find that GPT-3 can generate samples of news articles which human evaluators have difficulty distinguishing from articles written by humans. We discuss broader societal impacts of this finding and of GPT-3 in general.

The unreasonable effectiveness of few-shot learning for machine translation

We demonstrate the potential of few-shot translation systems, trained with unpaired language data, for both high and low-resource language pairs. We show that with only 5 examples of high-quality translation data shown at inference, a transformer decoder-only model trained solely with self-supervised learning, is able to match specialized supervised state-of-the-art models as well as more general commercial translation systems. In particular, we outperform the best performing system on the WMT'21 English - Chinese news translation task by only using five examples of English - Chinese parallel data at inference. Moreover, our approach in building these models does not necessitate joint multilingual training or back-translation, is conceptually simple and shows the potential to extend to the multilingual setting. Furthermore, the resulting models are two orders of magnitude smaller than state-of-the-art language models. We then analyze the factors which impact the performance of few-shot translation systems, and highlight that the quality of the few-shot demonstrations heavily determines the quality of the translations generated by our models. Finally, we show that the few-shot paradigm also provides a way to control certain attributes of the translation -- we show that we are able to control for regional varieties and formality using only a five examples at inference, paving the way towards controllable machine translation systems.

Teaching Large Language Models to Self-Debug

Large language models (LLMs) have achieved impressive performance on code generation. However, for complex programming tasks, generating the correct solution in one go becomes challenging, thus some prior works have designed program repair approaches to improve code generation performance. In this work, we propose Self-Debugging, which teaches a large language model to debug its predicted program via few-shot demonstrations. In particular, we demonstrate that Self-Debugging can teach the large language model to perform rubber duck debugging; i.e., without any feedback on the code correctness or error messages, the model is able to identify its mistakes by explaining the generated code in natural language. Self-Debugging achieves the state-of-the-art performance on several code generation benchmarks, including the Spider dataset for text-to-SQL generation, TransCoder for C++-to-Python translation, and MBPP for text-to-Python generation. On the Spider benchmark where there are no unit tests to verify the correctness of predictions, Self-Debugging with code explanation consistently improves the baseline by 2-3%, and improves the prediction accuracy on problems of the hardest label by 9%. On TransCoder and MBPP where unit tests are available, Self-Debugging improves the baseline accuracy by up to 12%. Meanwhile, by leveraging feedback messages and reusing failed predictions, Self-Debugging notably improves sample efficiency, and can match or outperform baseline models that generate more than 10x candidate programs.

Inverse Scaling: When Bigger Isn't Better

Work on scaling laws has found that large language models (LMs) show predictable improvements to overall loss with increased scale (model size, training data, and compute). Here, we present evidence for the claim that LMs may show inverse scaling, or worse task performance with increased scale, e.g., due to flaws in the training objective and data. We present empirical evidence of inverse scaling on 11 datasets collected by running a public contest, the Inverse Scaling Prize, with a substantial prize pool. Through analysis of the datasets, along with other examples found in the literature, we identify four potential causes of inverse scaling: (i) preference to repeat memorized sequences over following in-context instructions, (ii) imitation of undesirable patterns in the training data, (iii) tasks containing an easy distractor task which LMs could focus on, rather than the harder real task, and (iv) correct but misleading few-shot demonstrations of the task. We release the winning datasets at https://inversescaling.com/data to allow for further investigation of inverse scaling. Our tasks have helped drive the discovery of U-shaped and inverted-U scaling trends, where an initial trend reverses, suggesting that scaling trends are less reliable at predicting the behavior of larger-scale models than previously understood. Overall, our results suggest that there are tasks for which increased model scale alone may not lead to progress, and that more careful thought needs to go into the data and objectives for training language models.

GPT-4 Is Too Smart To Be Safe: Stealthy Chat with LLMs via Cipher

Safety lies at the core of the development of Large Language Models (LLMs). There is ample work on aligning LLMs with human ethics and preferences, including data filtering in pretraining, supervised fine-tuning, reinforcement learning from human feedback, and red teaming, etc. In this study, we discover that chat in cipher can bypass the safety alignment techniques of LLMs, which are mainly conducted in natural languages. We propose a novel framework CipherChat to systematically examine the generalizability of safety alignment to non-natural languages -- ciphers. CipherChat enables humans to chat with LLMs through cipher prompts topped with system role descriptions and few-shot enciphered demonstrations. We use CipherChat to assess state-of-the-art LLMs, including ChatGPT and GPT-4 for different representative human ciphers across 11 safety domains in both English and Chinese. Experimental results show that certain ciphers succeed almost 100% of the time to bypass the safety alignment of GPT-4 in several safety domains, demonstrating the necessity of developing safety alignment for non-natural languages. Notably, we identify that LLMs seem to have a ''secret cipher'', and propose a novel SelfCipher that uses only role play and several demonstrations in natural language to evoke this capability. SelfCipher surprisingly outperforms existing human ciphers in almost all cases. Our code and data will be released at https://github.com/RobustNLP/CipherChat.

Can Few-shot Work in Long-Context? Recycling the Context to Generate Demonstrations

Despite recent advancements in Large Language Models (LLMs), their performance on tasks involving long contexts remains sub-optimal. In-Context Learning (ICL) with few-shot examples may be an appealing solution to enhance LLM performance in this scenario; However, naively adding ICL examples with long context introduces challenges, including substantial token overhead added for each few-shot example and context mismatch between the demonstrations and the target query. In this work, we propose to automatically generate few-shot examples for long context QA tasks by recycling contexts. Specifically, given a long input context (1-3k tokens) and a query, we generate additional query-output pairs from the given context as few-shot examples, while introducing the context only once. This ensures that the demonstrations are leveraging the same context as the target query while only adding a small number of tokens to the prompt. We further enhance each demonstration by instructing the model to explicitly identify the relevant paragraphs before the answer, which improves performance while providing fine-grained attribution to the answer source. We apply our method on multiple LLMs and obtain substantial improvements (+23\% on average across models) on various QA datasets with long context, especially when the answer lies within the middle of the context. Surprisingly, despite introducing only single-hop ICL examples, LLMs also successfully generalize to multi-hop long-context QA using our approach.

AdaptAgent: Adapting Multimodal Web Agents with Few-Shot Learning from Human Demonstrations

State-of-the-art multimodal web agents, powered by Multimodal Large Language Models (MLLMs), can autonomously execute many web tasks by processing user instructions and interacting with graphical user interfaces (GUIs). Current strategies for building web agents rely on (i) the generalizability of underlying MLLMs and their steerability via prompting, and (ii) large-scale fine-tuning of MLLMs on web-related tasks. However, web agents still struggle to automate tasks on unseen websites and domains, limiting their applicability to enterprise-specific and proprietary platforms. Beyond generalization from large-scale pre-training and fine-tuning, we propose building agents for few-shot adaptability using human demonstrations. We introduce the AdaptAgent framework that enables both proprietary and open-weights multimodal web agents to adapt to new websites and domains using few human demonstrations (up to 2). Our experiments on two popular benchmarks -- Mind2Web & VisualWebArena -- show that using in-context demonstrations (for proprietary models) or meta-adaptation demonstrations (for meta-learned open-weights models) boosts task success rate by 3.36% to 7.21% over non-adapted state-of-the-art models, corresponding to a relative increase of 21.03% to 65.75%. Furthermore, our additional analyses (a) show the effectiveness of multimodal demonstrations over text-only ones, (b) shed light on the influence of different data selection strategies during meta-learning on the generalization of the agent, and (c) demonstrate the effect of number of few-shot examples on the web agent's success rate. Overall, our results unlock a complementary axis for developing widely applicable multimodal web agents beyond large-scale pre-training and fine-tuning, emphasizing few-shot adaptability.

Motion Tracks: A Unified Representation for Human-Robot Transfer in Few-Shot Imitation Learning

Teaching robots to autonomously complete everyday tasks remains a challenge. Imitation Learning (IL) is a powerful approach that imbues robots with skills via demonstrations, but is limited by the labor-intensive process of collecting teleoperated robot data. Human videos offer a scalable alternative, but it remains difficult to directly train IL policies from them due to the lack of robot action labels. To address this, we propose to represent actions as short-horizon 2D trajectories on an image. These actions, or motion tracks, capture the predicted direction of motion for either human hands or robot end-effectors. We instantiate an IL policy called Motion Track Policy (MT-pi) which receives image observations and outputs motion tracks as actions. By leveraging this unified, cross-embodiment action space, MT-pi completes tasks with high success given just minutes of human video and limited additional robot demonstrations. At test time, we predict motion tracks from two camera views, recovering 6DoF trajectories via multi-view synthesis. MT-pi achieves an average success rate of 86.5% across 4 real-world tasks, outperforming state-of-the-art IL baselines which do not leverage human data or our action space by 40%, and generalizes to scenarios seen only in human videos. Code and videos are available on our website https://portal-cornell.github.io/motion_track_policy/.

Meta-training with Demonstration Retrieval for Efficient Few-shot Learning

Large language models show impressive results on few-shot NLP tasks. However, these models are memory and computation-intensive. Meta-training allows one to leverage smaller models for few-shot generalization in a domain-general and task-agnostic manner; however, these methods alone results in models that may not have sufficient parameterization or knowledge to adapt quickly to a large variety of tasks. To overcome this issue, we propose meta-training with demonstration retrieval, where we use a dense passage retriever to retrieve semantically similar labeled demonstrations to each example for more varied supervision. By separating external knowledge from model parameters, we can use meta-training to train parameter-efficient models that generalize well on a larger variety of tasks. We construct a meta-training set from UnifiedQA and CrossFit, and propose a demonstration bank based on UnifiedQA tasks. To our knowledge, our work is the first to combine retrieval with meta-training, to use DPR models to retrieve demonstrations, and to leverage demonstrations from many tasks simultaneously, rather than randomly sampling demonstrations from the training set of the target task. Our approach outperforms a variety of targeted parameter-efficient and retrieval-augmented few-shot methods on QA, NLI, and text classification tasks (including SQuAD, QNLI, and TREC). Our approach can be meta-trained and fine-tuned quickly on a single GPU.

Selective Annotation Makes Language Models Better Few-Shot Learners

Many recent approaches to natural language tasks are built on the remarkable abilities of large language models. Large language models can perform in-context learning, where they learn a new task from a few task demonstrations, without any parameter updates. This work examines the implications of in-context learning for the creation of datasets for new natural language tasks. Departing from recent in-context learning methods, we formulate an annotation-efficient, two-step framework: selective annotation that chooses a pool of examples to annotate from unlabeled data in advance, followed by prompt retrieval that retrieves task examples from the annotated pool at test time. Based on this framework, we propose an unsupervised, graph-based selective annotation method, voke-k, to select diverse, representative examples to annotate. Extensive experiments on 10 datasets (covering classification, commonsense reasoning, dialogue, and text/code generation) demonstrate that our selective annotation method improves the task performance by a large margin. On average, vote-k achieves a 12.9%/11.4% relative gain under an annotation budget of 18/100, as compared to randomly selecting examples to annotate. Compared to state-of-the-art supervised finetuning approaches, it yields similar performance with 10-100x less annotation cost across 10 tasks. We further analyze the effectiveness of our framework in various scenarios: language models with varying sizes, alternative selective annotation methods, and cases where there is a test data domain shift. We hope that our studies will serve as a basis for data annotations as large language models are increasingly applied to new tasks. Our code is available at https://github.com/HKUNLP/icl-selective-annotation.

Prompting Large Language Models with Chain-of-Thought for Few-Shot Knowledge Base Question Generation

The task of Question Generation over Knowledge Bases (KBQG) aims to convert a logical form into a natural language question. For the sake of expensive cost of large-scale question annotation, the methods of KBQG under low-resource scenarios urgently need to be developed. However, current methods heavily rely on annotated data for fine-tuning, which is not well-suited for few-shot question generation. The emergence of Large Language Models (LLMs) has shown their impressive generalization ability in few-shot tasks. Inspired by Chain-of-Thought (CoT) prompting, which is an in-context learning strategy for reasoning, we formulate KBQG task as a reasoning problem, where the generation of a complete question is splitted into a series of sub-question generation. Our proposed prompting method KQG-CoT first retrieves supportive logical forms from the unlabeled data pool taking account of the characteristics of the logical form. Then, we write a prompt to explicit the reasoning chain of generating complicated questions based on the selected demonstrations. To further ensure prompt quality, we extend KQG-CoT into KQG-CoT+ via sorting the logical forms by their complexity. We conduct extensive experiments over three public KBQG datasets. The results demonstrate that our prompting method consistently outperforms other prompting baselines on the evaluated datasets. Remarkably, our KQG-CoT+ method could surpass existing few-shot SoTA results of the PathQuestions dataset by 18.25, 10.72, and 10.18 absolute points on BLEU-4, METEOR, and ROUGE-L, respectively.

Are Human-generated Demonstrations Necessary for In-context Learning?

Despite the promising few-shot ability of large language models (LLMs), the standard paradigm of In-context Learning (ICL) suffers the disadvantages of susceptibility to selected demonstrations and the intricacy to generate these demonstrations. In this paper, we raise the fundamental question that whether human-generated demonstrations are necessary for ICL. To answer this question, we propose self-contemplation prompting strategy (SEC), a paradigm free from human-crafted demonstrations. The key point of SEC is that, instead of using hand-crafted examples as demonstrations in ICL, SEC asks LLMs to first create demonstrations on their own, based on which the final output is generated. SEC is a flexible framework and can be adapted to both the vanilla ICL and the chain-of-thought (CoT), but with greater ease: as the manual-generation process of both examples and rationale can be saved. Extensive experiments in arithmetic reasoning, commonsense reasoning, multi-task language understanding, and code generation benchmarks, show that SEC, which does not require hand-crafted demonstrations, significantly outperforms the zero-shot learning strategy, and achieves comparable results to ICL with hand-crafted demonstrations. This demonstrates that, for many tasks, contemporary LLMs possess a sufficient level of competence to exclusively depend on their own capacity for decision making, removing the need for external training data. Code is available at https://github.com/ruili33/SEC.

Plan-and-Solve Prompting: Improving Zero-Shot Chain-of-Thought Reasoning by Large Language Models

Large language models (LLMs) have recently been shown to deliver impressive performance in various NLP tasks. To tackle multi-step reasoning tasks, few-shot chain-of-thought (CoT) prompting includes a few manually crafted step-by-step reasoning demonstrations which enable LLMs to explicitly generate reasoning steps and improve their reasoning task accuracy. To eliminate the manual effort, Zero-shot-CoT concatenates the target problem statement with "Let's think step by step" as an input prompt to LLMs. Despite the success of Zero-shot-CoT, it still suffers from three pitfalls: calculation errors, missing-step errors, and semantic misunderstanding errors. To address the missing-step errors, we propose Plan-and-Solve (PS) Prompting. It consists of two components: first, devising a plan to divide the entire task into smaller subtasks, and then carrying out the subtasks according to the plan. To address the calculation errors and improve the quality of generated reasoning steps, we extend PS prompting with more detailed instructions and derive PS+ prompting. We evaluate our proposed prompting strategy on ten datasets across three reasoning problems. The experimental results over GPT-3 show that our proposed zero-shot prompting consistently outperforms Zero-shot-CoT across all datasets by a large margin, is comparable to or exceeds Zero-shot-Program-of-Thought Prompting, and has comparable performance with 8-shot CoT prompting on the math reasoning problem. The code can be found at https://github.com/AGI-Edgerunners/Plan-and-Solve-Prompting.

Tool Documentation Enables Zero-Shot Tool-Usage with Large Language Models

Today, large language models (LLMs) are taught to use new tools by providing a few demonstrations of the tool's usage. Unfortunately, demonstrations are hard to acquire, and can result in undesirable biased usage if the wrong demonstration is chosen. Even in the rare scenario that demonstrations are readily available, there is no principled selection protocol to determine how many and which ones to provide. As tasks grow more complex, the selection search grows combinatorially and invariably becomes intractable. Our work provides an alternative to demonstrations: tool documentation. We advocate the use of tool documentation, descriptions for the individual tool usage, over demonstrations. We substantiate our claim through three main empirical findings on 6 tasks across both vision and language modalities. First, on existing benchmarks, zero-shot prompts with only tool documentation are sufficient for eliciting proper tool usage, achieving performance on par with few-shot prompts. Second, on a newly collected realistic tool-use dataset with hundreds of available tool APIs, we show that tool documentation is significantly more valuable than demonstrations, with zero-shot documentation significantly outperforming few-shot without documentation. Third, we highlight the benefits of tool documentations by tackling image generation and video tracking using just-released unseen state-of-the-art models as tools. Finally, we highlight the possibility of using tool documentation to automatically enable new applications: by using nothing more than the documentation of GroundingDino, Stable Diffusion, XMem, and SAM, LLMs can re-invent the functionalities of the just-released Grounded-SAM and Track Anything models.

Instructing Large Language Models to Identify and Ignore Irrelevant Conditions

Math word problem (MWP) solving requires generating a reasoning path based on a given problem description that often contains irrelevant conditions. Existing chain-of-thought (CoT) prompting methods elicited multi-step reasoning abilities of large language models (LLMs) to solve MWPs. However, they were seriously confused by the irrelevant conditions, resulting in low accuracy. In this paper, we propose a novel approach named I^3C that instructs LLMs to identify and ignore irrelevant conditions. It identifies a set of irrelevant condition candidates that have a weak semantic relevance with the question. Then it prompts LLMs to verify the irrelevant conditions. Lastly it instructs the LLMs with the verification on relevant and irrelevant conditions to avoid confusion and improve reasoning paths. Moreover, we propose to select (problem, reasoning paths) pairs as demonstrations to enhance I^3C with few-shot reasoning. We develop I^3C-Select that selects the most confusing problems based on the semantic relevance measurement. We conduct extensive experiments on eight MWP datasets. I^3C can be combined with any CoT prompting methods to improve the performance of solving MWPs. Notably, with GPT-3.5-Turbo and I^3C-Select, we achieve an accuracy of 96.0 and 94.1 on GSM-IC2-1K and GSM-ICM-1K, respectively, significantly outperforming the state-of-the-art few-shot prompting method Complex-CoT by +11.7 and +11.1. Our implementation is made publicly available at https://wzy6642.github.io/I3C.github.io/.

DSPy: Compiling Declarative Language Model Calls into Self-Improving Pipelines

The ML community is rapidly exploring techniques for prompting language models (LMs) and for stacking them into pipelines that solve complex tasks. Unfortunately, existing LM pipelines are typically implemented using hard-coded "prompt templates", i.e. lengthy strings discovered via trial and error. Toward a more systematic approach for developing and optimizing LM pipelines, we introduce DSPy, a programming model that abstracts LM pipelines as text transformation graphs, i.e. imperative computational graphs where LMs are invoked through declarative modules. DSPy modules are parameterized, meaning they can learn (by creating and collecting demonstrations) how to apply compositions of prompting, finetuning, augmentation, and reasoning techniques. We design a compiler that will optimize any DSPy pipeline to maximize a given metric. We conduct two case studies, showing that succinct DSPy programs can express and optimize sophisticated LM pipelines that reason about math word problems, tackle multi-hop retrieval, answer complex questions, and control agent loops. Within minutes of compiling, a few lines of DSPy allow GPT-3.5 and llama2-13b-chat to self-bootstrap pipelines that outperform standard few-shot prompting (generally by over 25% and 65%, respectively) and pipelines with expert-created demonstrations (by up to 5-46% and 16-40%, respectively). On top of that, DSPy programs compiled to open and relatively small LMs like 770M-parameter T5 and llama2-13b-chat are competitive with approaches that rely on expert-written prompt chains for proprietary GPT-3.5. DSPy is available at https://github.com/stanfordnlp/dspy

ReLIC: A Recipe for 64k Steps of In-Context Reinforcement Learning for Embodied AI

Intelligent embodied agents need to quickly adapt to new scenarios by integrating long histories of experience into decision-making. For instance, a robot in an unfamiliar house initially wouldn't know the locations of objects needed for tasks and might perform inefficiently. However, as it gathers more experience, it should learn the layout of its environment and remember where objects are, allowing it to complete new tasks more efficiently. To enable such rapid adaptation to new tasks, we present ReLIC, a new approach for in-context reinforcement learning (RL) for embodied agents. With ReLIC, agents are capable of adapting to new environments using 64,000 steps of in-context experience with full attention while being trained through self-generated experience via RL. We achieve this by proposing a novel policy update scheme for on-policy RL called "partial updates'' as well as a Sink-KV mechanism that enables effective utilization of a long observation history for embodied agents. Our method outperforms a variety of meta-RL baselines in adapting to unseen houses in an embodied multi-object navigation task. In addition, we find that ReLIC is capable of few-shot imitation learning despite never being trained with expert demonstrations. We also provide a comprehensive analysis of ReLIC, highlighting that the combination of large-scale RL training, the proposed partial updates scheme, and the Sink-KV are essential for effective in-context learning. The code for ReLIC and all our experiments is at https://github.com/aielawady/relic

You Only Teach Once: Learn One-Shot Bimanual Robotic Manipulation from Video Demonstrations

Bimanual robotic manipulation is a long-standing challenge of embodied intelligence due to its characteristics of dual-arm spatial-temporal coordination and high-dimensional action spaces. Previous studies rely on pre-defined action taxonomies or direct teleoperation to alleviate or circumvent these issues, often making them lack simplicity, versatility and scalability. Differently, we believe that the most effective and efficient way for teaching bimanual manipulation is learning from human demonstrated videos, where rich features such as spatial-temporal positions, dynamic postures, interaction states and dexterous transitions are available almost for free. In this work, we propose the YOTO (You Only Teach Once), which can extract and then inject patterns of bimanual actions from as few as a single binocular observation of hand movements, and teach dual robot arms various complex tasks. Furthermore, based on keyframes-based motion trajectories, we devise a subtle solution for rapidly generating training demonstrations with diverse variations of manipulated objects and their locations. These data can then be used to learn a customized bimanual diffusion policy (BiDP) across diverse scenes. In experiments, YOTO achieves impressive performance in mimicking 5 intricate long-horizon bimanual tasks, possesses strong generalization under different visual and spatial conditions, and outperforms existing visuomotor imitation learning methods in accuracy and efficiency. Our project link is https://hnuzhy.github.io/projects/YOTO.

Long-context LLMs Struggle with Long In-context Learning

Large Language Models (LLMs) have made significant strides in handling long sequences exceeding 32K tokens. However, their performance evaluation has largely been confined to metrics like perplexity and synthetic tasks, which may not fully capture their abilities in more nuanced, real-world scenarios. This study introduces a specialized benchmark (LIConBench) focusing on long in-context learning within the realm of extreme-label classification. We meticulously selected six datasets with a label range spanning 28 to 174 classes covering different input (few-shot demonstration) length from 2K to 50K. Our benchmark requires LLMs to comprehend the entire input to recognize the massive label spaces to make correct prediction. We evaluate 13 long-context LLMs on our benchmarks. We find that the long-context LLMs perform relatively well under the token length of 20K and the performance benefits from utilizing the long context window. However, after the context window exceeds 20K, most LLMs except GPT-4 will dip dramatically. This suggests a notable gap in current LLM capabilities for processing and understanding long, context-rich sequences. Further analysis revealed a tendency among models to favor predictions for labels presented towards the end at the sequence. Their ability to reason over multiple pieces in the long sequence is yet to be improved. Our study reveals that long context understanding and reasoning is still a challenging task for the existing LLMs. We believe LIConBench could serve as a more realistic evaluation for the future long context LLMs.

Few-shot Learning with Multilingual Language Models

Large-scale generative language models such as GPT-3 are competitive few-shot learners. While these models are known to be able to jointly represent many different languages, their training data is dominated by English, potentially limiting their cross-lingual generalization. In this work, we train multilingual generative language models on a corpus covering a diverse set of languages, and study their few- and zero-shot learning capabilities in a wide range of tasks. Our largest model with 7.5 billion parameters sets new state of the art in few-shot learning in more than 20 representative languages, outperforming GPT-3 of comparable size in multilingual commonsense reasoning (with +7.4% absolute accuracy improvement in 0-shot settings and +9.4% in 4-shot settings) and natural language inference (+5.4% in each of 0-shot and 4-shot settings). On the FLORES-101 machine translation benchmark, our model outperforms GPT-3 on 171 out of 182 directions with 32 training examples, while surpassing the official supervised baseline in 45 directions. We conduct an in-depth analysis of different multilingual prompting approaches, showing in particular that strong few-shot learning performance across languages can be achieved via cross-lingual transfer through both templates and demonstration examples. Finally, we evaluate our models in social value tasks such as hate speech detection in five languages and find it has limitations similar to comparable sized GPT-3 models.

Unraveling the Capabilities of Language Models in News Summarization

Given the recent introduction of multiple language models and the ongoing demand for improved Natural Language Processing tasks, particularly summarization, this work provides a comprehensive benchmarking of 20 recent language models, focusing on smaller ones for the news summarization task. In this work, we systematically test the capabilities and effectiveness of these models in summarizing news article texts which are written in different styles and presented in three distinct datasets. Specifically, we focus in this study on zero-shot and few-shot learning settings and we apply a robust evaluation methodology that combines different evaluation concepts including automatic metrics, human evaluation, and LLM-as-a-judge. Interestingly, including demonstration examples in the few-shot learning setting did not enhance models' performance and, in some cases, even led to worse quality of the generated summaries. This issue arises mainly due to the poor quality of the gold summaries that have been used as reference summaries, which negatively impacts the models' performance. Furthermore, our study's results highlight the exceptional performance of GPT-3.5-Turbo and GPT-4, which generally dominate due to their advanced capabilities. However, among the public models evaluated, certain models such as Qwen1.5-7B, SOLAR-10.7B-Instruct-v1.0, Meta-Llama-3-8B and Zephyr-7B-Beta demonstrated promising results. These models showed significant potential, positioning them as competitive alternatives to large models for the task of news summarization.

Evaluating Instruction-Tuned Large Language Models on Code Comprehension and Generation

In this work, we evaluate 10 open-source instructed LLMs on four representative code comprehension and generation tasks. We have the following main findings. First, for the zero-shot setting, instructed LLMs are very competitive on code comprehension and generation tasks and sometimes even better than small SOTA models specifically fine-tuned on each downstream task. We also find that larger instructed LLMs are not always better on code-related tasks. Second, for the few-shot setting, we find that adding demonstration examples substantially helps instructed LLMs perform better on most code comprehension and generation tasks; however, the examples would sometimes induce unstable or even worse performance. Furthermore, we find widely-used BM25-based shot selection strategy significantly outperforms the basic random selection or fixed selection only on generation problems. Third, for the fine-tuning setting, we find that fine-tuning could further improve the model performance on downstream code comprehension and generation tasks compared to the zero-shot/one-shot performance. In addition, after being fine-tuned on the same downstream task dataset, instructed LLMs outperform both the small SOTA models and similar-scaled LLMs without instruction tuning. Based on our findings, we further present practical implications on model and usage recommendation, performance and cost trade-offs, and future direction.

What indeed can GPT models do in chemistry? A comprehensive benchmark on eight tasks

Large Language Models (LLMs) with strong abilities in natural language processing tasks have emerged and have been rapidly applied in various kinds of areas such as science, finance and software engineering. However, the capability of LLMs to advance the field of chemistry remains unclear. In this paper,we establish a comprehensive benchmark containing 8 practical chemistry tasks, including 1) name prediction, 2) property prediction, 3) yield prediction, 4) reaction prediction, 5) retrosynthesis (prediction of reactants from products), 6)text-based molecule design, 7) molecule captioning, and 8) reagent selection. Our analysis draws on widely recognized datasets including BBBP, Tox21, PubChem, USPTO, and ChEBI, facilitating a broad exploration of the capacities of LLMs within the context of practical chemistry. Three GPT models (GPT-4, GPT-3.5,and Davinci-003) are evaluated for each chemistry task in zero-shot and few-shot in-context learning settings with carefully selected demonstration examples and specially crafted prompts. The key results of our investigation are 1) GPT-4 outperforms the other two models among the three evaluated; 2) GPT models exhibit less competitive performance in tasks demanding precise understanding of molecular SMILES representation, such as reaction prediction and retrosynthesis;3) GPT models demonstrate strong capabilities in text-related explanation tasks such as molecule captioning; and 4) GPT models exhibit comparable or better performance to classical machine learning models when applied to chemical problems that can be transformed into classification or ranking tasks, such as property prediction, and yield prediction.

Successive Prompting for Decomposing Complex Questions

Answering complex questions that require making latent decisions is a challenging task, especially when limited supervision is available. Recent works leverage the capabilities of large language models (LMs) to perform complex question answering in a few-shot setting by demonstrating how to output intermediate rationalizations while solving the complex question in a single pass. We introduce ``Successive Prompting'', where we iteratively break down a complex task into a simple task, solve it, and then repeat the process until we get the final solution. Successive prompting decouples the supervision for decomposing complex questions from the supervision for answering simple questions, allowing us to (1) have multiple opportunities to query in-context examples at each reasoning step (2) learn question decomposition separately from question answering, including using synthetic data, and (3) use bespoke (fine-tuned) components for reasoning steps where a large LM does not perform well. The intermediate supervision is typically manually written, which can be expensive to collect. We introduce a way to generate a synthetic dataset which can be used to bootstrap a model's ability to decompose and answer intermediate questions. Our best model (with successive prompting) achieves an improvement of ~5% absolute F1 on a few-shot version of the DROP dataset when compared with a state-of-the-art model with the same supervision.

Jurassic is (almost) All You Need: Few-Shot Meaning-to-Text Generation for Open-Domain Dialogue

One challenge with open-domain dialogue systems is the need to produce truthful, high-quality responses on any topic. We aim to improve the quality and coverage of Athena, an Alexa Prize dialogue system. We experiment with few-shot prompt-based learning, comparing GPT-Neo to Jurassic-1, for the movies, music, TV, sports, and video game domains, both within and cross-domain, with different prompt set sizes (2, 3, 10), formats, and meaning representations consisting of either sets of WikiData KG triples, or dialogue acts. Our evaluation uses BLEURT and human metrics, and shows that with 10-shot prompting, Athena-Jurassic's performance is significantly better for coherence and semantic accuracy. Experiments with 2-shot cross-domain prompts results in a huge performance drop for Athena-GPT-Neo, whose semantic accuracy falls to 0.41, and whose untrue hallucination rate increases to 12%. Experiments with dialogue acts for video games show that with 10-shot prompting, both models learn to control dialogue acts, but Athena-Jurassic has significantly higher coherence, and only 4% untrue hallucinations. Our results suggest that Athena-Jurassic produces high enough quality outputs to be useful in live systems with real users. To our knowledge, these are the first results demonstrating that few-shot semantic prompt-based learning can create NLGs that generalize to new domains, and produce high-quality, semantically-controlled, conversational responses directly from meaning representations.

SMILe: Leveraging Submodular Mutual Information For Robust Few-Shot Object Detection

Confusion and forgetting of object classes have been challenges of prime interest in Few-Shot Object Detection (FSOD). To overcome these pitfalls in metric learning based FSOD techniques, we introduce a novel Submodular Mutual Information Learning (SMILe) framework which adopts combinatorial mutual information functions to enforce the creation of tighter and discriminative feature clusters in FSOD. Our proposed approach generalizes to several existing approaches in FSOD, agnostic of the backbone architecture demonstrating elevated performance gains. A paradigm shift from instance based objective functions to combinatorial objectives in SMILe naturally preserves the diversity within an object class resulting in reduced forgetting when subjected to few training examples. Furthermore, the application of mutual information between the already learnt (base) and newly added (novel) objects ensures sufficient separation between base and novel classes, minimizing the effect of class confusion. Experiments on popular FSOD benchmarks, PASCAL-VOC and MS-COCO show that our approach generalizes to State-of-the-Art (SoTA) approaches improving their novel class performance by up to 5.7% (3.3 mAP points) and 5.4% (2.6 mAP points) on the 10-shot setting of VOC (split 3) and 30-shot setting of COCO datasets respectively. Our experiments also demonstrate better retention of base class performance and up to 2x faster convergence over existing approaches agnostic of the underlying architecture.

SuSana Distancia is all you need: Enforcing class separability in metric learning via two novel distance-based loss functions for few-shot image classification

Few-shot learning is a challenging area of research that aims to learn new concepts with only a few labeled samples of data. Recent works based on metric-learning approaches leverage the meta-learning approach, which is encompassed by episodic tasks that make use a support (training) and query set (test) with the objective of learning a similarity comparison metric between those sets. Due to the lack of data, the learning process of the embedding network becomes an important part of the few-shot task. Previous works have addressed this problem using metric learning approaches, but the properties of the underlying latent space and the separability of the difference classes on it was not entirely enforced. In this work, we propose two different loss functions which consider the importance of the embedding vectors by looking at the intra-class and inter-class distance between the few data. The first loss function is the Proto-Triplet Loss, which is based on the original triplet loss with the modifications needed to better work on few-shot scenarios. The second loss function, which we dub ICNN loss is based on an inter and intra class nearest neighbors score, which help us to assess the quality of embeddings obtained from the trained network. Our results, obtained from a extensive experimental setup show a significant improvement in accuracy in the miniImagenNet benchmark compared to other metric-based few-shot learning methods by a margin of 2%, demonstrating the capability of these loss functions to allow the network to generalize better to previously unseen classes. In our experiments, we demonstrate competitive generalization capabilities to other domains, such as the Caltech CUB, Dogs and Cars datasets compared with the state of the art.

Many-Shot In-Context Learning in Multimodal Foundation Models

Large language models are well-known to be effective at few-shot in-context learning (ICL). Recent advancements in multimodal foundation models have enabled unprecedentedly long context windows, presenting an opportunity to explore their capability to perform ICL with many more demonstrating examples. In this work, we evaluate the performance of multimodal foundation models scaling from few-shot to many-shot ICL. We benchmark GPT-4o and Gemini 1.5 Pro across 10 datasets spanning multiple domains (natural imagery, medical imagery, remote sensing, and molecular imagery) and tasks (multi-class, multi-label, and fine-grained classification). We observe that many-shot ICL, including up to almost 2,000 multimodal demonstrating examples, leads to substantial improvements compared to few-shot (<100 examples) ICL across all of the datasets. Further, Gemini 1.5 Pro performance continues to improve log-linearly up to the maximum number of tested examples on many datasets. Given the high inference costs associated with the long prompts required for many-shot ICL, we also explore the impact of batching multiple queries in a single API call. We show that batching up to 50 queries can lead to performance improvements under zero-shot and many-shot ICL, with substantial gains in the zero-shot setting on multiple datasets, while drastically reducing per-query cost and latency. Finally, we measure ICL data efficiency of the models, or the rate at which the models learn from more demonstrating examples. We find that while GPT-4o and Gemini 1.5 Pro achieve similar zero-shot performance across the datasets, Gemini 1.5 Pro exhibits higher ICL data efficiency than GPT-4o on most datasets. Our results suggest that many-shot ICL could enable users to efficiently adapt multimodal foundation models to new applications and domains. Our codebase is publicly available at https://github.com/stanfordmlgroup/ManyICL .

Parameter-Efficient Transfer Learning of Audio Spectrogram Transformers

The common modus operandi of fine-tuning large pre-trained Transformer models entails the adaptation of all their parameters (i.e., full fine-tuning). While achieving striking results on multiple tasks, this approach becomes unfeasible as the model size and the number of downstream tasks increase. In natural language processing and computer vision, parameter-efficient approaches like prompt-tuning and adapters have emerged as solid alternatives by fine-tuning only a small number of extra parameters, without sacrificing performance accuracy. Specifically, adapters, due to their flexibility, have recently garnered significant attention, leading to several variants. For audio classification tasks, the Audio Spectrogram Transformer model shows impressive results. However, surprisingly, how to efficiently adapt it to several downstream tasks has not been tackled before. In this paper, we bridge this gap and present a detailed investigation of common parameter-efficient methods, revealing that adapters consistently outperform the other methods across four benchmarks. This trend is also confirmed in few-shot learning settings and when the total number of trainable parameters increases, demonstrating adapters superior scalability. We finally study the best adapter configuration, as well as the role of residual connections in the learning process. Our code is available at: https://github.com/umbertocappellazzo/PETL AST.

Mixture of Prompt Learning for Vision Language Models

As powerful pre-trained vision-language models (VLMs) like CLIP gain prominence, numerous studies have attempted to combine VLMs for downstream tasks. Among these, prompt learning has been validated as an effective method for adapting to new tasks, which only requiring a small number of parameters. However, current prompt learning methods face two challenges: first, a single soft prompt struggles to capture the diverse styles and patterns within a dataset; second, fine-tuning soft prompts is prone to overfitting. To address these challenges, we propose a mixture of soft prompt learning method incorporating a routing module. This module is able to capture a dataset's varied styles and dynamically selects the most suitable prompts for each instance. Additionally, we introduce a novel gating mechanism to ensure the router selects prompts based on their similarity to hard prompt templates, which both retaining knowledge from hard prompts and improving selection accuracy. We also implement semantically grouped text-level supervision, initializing each soft prompt with the token embeddings of manually designed templates from its group and applied a contrastive loss between the resulted text feature and hard prompt encoded text feature. This supervision ensures that the text features derived from soft prompts remain close to those from their corresponding hard prompts, preserving initial knowledge and mitigating overfitting. Our method has been validated on 11 datasets, demonstrating evident improvements in few-shot learning, domain generalization, and base-to-new generalization scenarios compared to existing baselines. The code will be available at https://anonymous.4open.science/r/mocoop-6387

PathoLM: Identifying pathogenicity from the DNA sequence through the Genome Foundation Model

Pathogen identification is pivotal in diagnosing, treating, and preventing diseases, crucial for controlling infections and safeguarding public health. Traditional alignment-based methods, though widely used, are computationally intense and reliant on extensive reference databases, often failing to detect novel pathogens due to their low sensitivity and specificity. Similarly, conventional machine learning techniques, while promising, require large annotated datasets and extensive feature engineering and are prone to overfitting. Addressing these challenges, we introduce PathoLM, a cutting-edge pathogen language model optimized for the identification of pathogenicity in bacterial and viral sequences. Leveraging the strengths of pre-trained DNA models such as the Nucleotide Transformer, PathoLM requires minimal data for fine-tuning, thereby enhancing pathogen detection capabilities. It effectively captures a broader genomic context, significantly improving the identification of novel and divergent pathogens. We developed a comprehensive data set comprising approximately 30 species of viruses and bacteria, including ESKAPEE pathogens, seven notably virulent bacterial strains resistant to antibiotics. Additionally, we curated a species classification dataset centered specifically on the ESKAPEE group. In comparative assessments, PathoLM dramatically outperforms existing models like DciPatho, demonstrating robust zero-shot and few-shot capabilities. Furthermore, we expanded PathoLM-Sp for ESKAPEE species classification, where it showed superior performance compared to other advanced deep learning methods, despite the complexities of the task.

Transformers Can Do Bayesian Inference

Currently, it is hard to reap the benefits of deep learning for Bayesian methods, which allow the explicit specification of prior knowledge and accurately capture model uncertainty. We present Prior-Data Fitted Networks (PFNs). PFNs leverage large-scale machine learning techniques to approximate a large set of posteriors. The only requirement for PFNs to work is the ability to sample from a prior distribution over supervised learning tasks (or functions). Our method restates the objective of posterior approximation as a supervised classification problem with a set-valued input: it repeatedly draws a task (or function) from the prior, draws a set of data points and their labels from it, masks one of the labels and learns to make probabilistic predictions for it based on the set-valued input of the rest of the data points. Presented with a set of samples from a new supervised learning task as input, PFNs make probabilistic predictions for arbitrary other data points in a single forward propagation, having learned to approximate Bayesian inference. We demonstrate that PFNs can near-perfectly mimic Gaussian processes and also enable efficient Bayesian inference for intractable problems, with over 200-fold speedups in multiple setups compared to current methods. We obtain strong results in very diverse areas such as Gaussian process regression, Bayesian neural networks, classification for small tabular data sets, and few-shot image classification, demonstrating the generality of PFNs. Code and trained PFNs are released at https://github.com/automl/TransformersCanDoBayesianInference.

VideoPhy: Evaluating Physical Commonsense for Video Generation

Recent advances in internet-scale video data pretraining have led to the development of text-to-video generative models that can create high-quality videos across a broad range of visual concepts, synthesize realistic motions and render complex objects. Hence, these generative models have the potential to become general-purpose simulators of the physical world. However, it is unclear how far we are from this goal with the existing text-to-video generative models. To this end, we present VideoPhy, a benchmark designed to assess whether the generated videos follow physical commonsense for real-world activities (e.g. marbles will roll down when placed on a slanted surface). Specifically, we curate diverse prompts that involve interactions between various material types in the physical world (e.g., solid-solid, solid-fluid, fluid-fluid). We then generate videos conditioned on these captions from diverse state-of-the-art text-to-video generative models, including open models (e.g., CogVideoX) and closed models (e.g., Lumiere, Dream Machine). Our human evaluation reveals that the existing models severely lack the ability to generate videos adhering to the given text prompts, while also lack physical commonsense. Specifically, the best performing model, CogVideoX-5B, generates videos that adhere to the caption and physical laws for 39.6% of the instances. VideoPhy thus highlights that the video generative models are far from accurately simulating the physical world. Finally, we propose an auto-evaluator, VideoCon-Physics, to assess the performance reliably for the newly released models.

Hollywood in Homes: Crowdsourcing Data Collection for Activity Understanding

Computer vision has a great potential to help our daily lives by searching for lost keys, watering flowers or reminding us to take a pill. To succeed with such tasks, computer vision methods need to be trained from real and diverse examples of our daily dynamic scenes. While most of such scenes are not particularly exciting, they typically do not appear on YouTube, in movies or TV broadcasts. So how do we collect sufficiently many diverse but boring samples representing our lives? We propose a novel Hollywood in Homes approach to collect such data. Instead of shooting videos in the lab, we ensure diversity by distributing and crowdsourcing the whole process of video creation from script writing to video recording and annotation. Following this procedure we collect a new dataset, Charades, with hundreds of people recording videos in their own homes, acting out casual everyday activities. The dataset is composed of 9,848 annotated videos with an average length of 30 seconds, showing activities of 267 people from three continents. Each video is annotated by multiple free-text descriptions, action labels, action intervals and classes of interacted objects. In total, Charades provides 27,847 video descriptions, 66,500 temporally localized intervals for 157 action classes and 41,104 labels for 46 object classes. Using this rich data, we evaluate and provide baseline results for several tasks including action recognition and automatic description generation. We believe that the realism, diversity, and casual nature of this dataset will present unique challenges and new opportunities for computer vision community.

Phasic Content Fusing Diffusion Model with Directional Distribution Consistency for Few-Shot Model Adaption

Training a generative model with limited number of samples is a challenging task. Current methods primarily rely on few-shot model adaption to train the network. However, in scenarios where data is extremely limited (less than 10), the generative network tends to overfit and suffers from content degradation. To address these problems, we propose a novel phasic content fusing few-shot diffusion model with directional distribution consistency loss, which targets different learning objectives at distinct training stages of the diffusion model. Specifically, we design a phasic training strategy with phasic content fusion to help our model learn content and style information when t is large, and learn local details of target domain when t is small, leading to an improvement in the capture of content, style and local details. Furthermore, we introduce a novel directional distribution consistency loss that ensures the consistency between the generated and source distributions more efficiently and stably than the prior methods, preventing our model from overfitting. Finally, we propose a cross-domain structure guidance strategy that enhances structure consistency during domain adaptation. Theoretical analysis, qualitative and quantitative experiments demonstrate the superiority of our approach in few-shot generative model adaption tasks compared to state-of-the-art methods. The source code is available at: https://github.com/sjtuplayer/few-shot-diffusion.

Synatra: Turning Indirect Knowledge into Direct Demonstrations for Digital Agents at Scale

LLMs can now act as autonomous agents that interact with digital environments and complete specific objectives (e.g., arranging an online meeting). However, accuracy is still far from satisfactory, partly due to a lack of large-scale, direct demonstrations for digital tasks. Obtaining supervised data from humans is costly, and automatic data collection through exploration or reinforcement learning relies on complex environmental and content setup, resulting in datasets that lack comprehensive coverage of various scenarios. On the other hand, there is abundant knowledge that may indirectly assist task completion, such as online tutorials that were created for human consumption. In this work, we present Synatra, an approach that effectively transforms this indirect knowledge into direct supervision at scale. We define different types of indirect knowledge, and carefully study the available sources to obtain it, methods to encode the structure of direct demonstrations, and finally methods to transform indirect knowledge into direct demonstrations. We use 100k such synthetically-created demonstrations to finetune a 7B CodeLlama, and demonstrate that the resulting agent surpasses all comparably sized models on three web-based task benchmarks Mind2Web, MiniWoB++ and WebArena, as well as surpassing GPT-3.5 on WebArena and Mind2Web. In addition, while synthetic demonstrations prove to be only 3% the cost of human demonstrations (at $0.031 each), we show that the synthetic demonstrations can be more effective than an identical number of human demonstrations collected from limited domains.

Extraneousness-Aware Imitation Learning

Visual imitation learning provides an effective framework to learn skills from demonstrations. However, the quality of the provided demonstrations usually significantly affects the ability of an agent to acquire desired skills. Therefore, the standard visual imitation learning assumes near-optimal demonstrations, which are expensive or sometimes prohibitive to collect. Previous works propose to learn from noisy demonstrations; however, the noise is usually assumed to follow a context-independent distribution such as a uniform or gaussian distribution. In this paper, we consider another crucial yet underexplored setting -- imitation learning with task-irrelevant yet locally consistent segments in the demonstrations (e.g., wiping sweat while cutting potatoes in a cooking tutorial). We argue that such noise is common in real world data and term them "extraneous" segments. To tackle this problem, we introduce Extraneousness-Aware Imitation Learning (EIL), a self-supervised approach that learns visuomotor policies from third-person demonstrations with extraneous subsequences. EIL learns action-conditioned observation embeddings in a self-supervised manner and retrieves task-relevant observations across visual demonstrations while excluding the extraneous ones. Experimental results show that EIL outperforms strong baselines and achieves comparable policies to those trained with perfect demonstration on both simulated and real-world robot control tasks. The project page can be found at https://sites.google.com/view/eil-website.

Enhancing CLIP with CLIP: Exploring Pseudolabeling for Limited-Label Prompt Tuning

Fine-tuning vision-language models (VLMs) like CLIP to downstream tasks is often necessary to optimize their performance. However, a major obstacle is the limited availability of labeled data. We study the use of pseudolabels, i.e., heuristic labels for unlabeled data, to enhance CLIP via prompt tuning. Conventional pseudolabeling trains a model on labeled data and then generates labels for unlabeled data. VLMs' zero-shot capabilities enable a ``second generation'' of pseudolabeling approaches that do not require task-specific training on labeled data. By using zero-shot pseudolabels as a source of supervision, we observe that learning paradigms such as semi-supervised, transductive zero-shot, and unsupervised learning can all be seen as optimizing the same loss function. This unified view enables the development of versatile training strategies that are applicable across learning paradigms. We investigate them on image classification tasks where CLIP exhibits limitations, by varying prompt modalities, e.g., textual or visual prompts, and learning paradigms. We find that (1) unexplored prompt tuning strategies that iteratively refine pseudolabels consistently improve CLIP accuracy, by 19.5 points in semi-supervised learning, by 28.4 points in transductive zero-shot learning, and by 15.2 points in unsupervised learning, and (2) unlike conventional semi-supervised pseudolabeling, which exacerbates model biases toward classes with higher-quality pseudolabels, prompt tuning leads to a more equitable distribution of per-class accuracy. The code to reproduce the experiments is at github.com/BatsResearch/menghini-enhanceCLIPwithCLIP-code.

MTVG : Multi-text Video Generation with Text-to-Video Models

Recently, video generation has attracted massive attention and yielded noticeable outcomes. Concerning the characteristics of video, multi-text conditioning incorporating sequential events is necessary for next-step video generation. In this work, we propose a novel multi-text video generation~(MTVG) by directly utilizing a pre-trained diffusion-based text-to-video~(T2V) generation model without additional fine-tuning. To generate consecutive video segments, visual consistency generated by distinct prompts is necessary with diverse variations, such as motion and content-related transitions. Our proposed MTVG includes Dynamic Noise and Last Frame Aware Inversion which reinitialize the noise latent to preserve visual coherence between videos of different prompts and prevent repetitive motion or contents. Furthermore, we present Structure Guiding Sampling to maintain the global appearance across the frames in a single video clip, where we leverage iterative latent updates across the preceding frame. Additionally, our Prompt Generator allows for arbitrary format of text conditions consisting of diverse events. As a result, our extensive experiments, including diverse transitions of descriptions, demonstrate that our proposed methods show superior generated outputs in terms of semantically coherent and temporally seamless video.Video examples are available in our project page: https://kuai-lab.github.io/mtvg-page.

AIM 2024 Sparse Neural Rendering Challenge: Dataset and Benchmark

Recent developments in differentiable and neural rendering have made impressive breakthroughs in a variety of 2D and 3D tasks, e.g. novel view synthesis, 3D reconstruction. Typically, differentiable rendering relies on a dense viewpoint coverage of the scene, such that the geometry can be disambiguated from appearance observations alone. Several challenges arise when only a few input views are available, often referred to as sparse or few-shot neural rendering. As this is an underconstrained problem, most existing approaches introduce the use of regularisation, together with a diversity of learnt and hand-crafted priors. A recurring problem in sparse rendering literature is the lack of an homogeneous, up-to-date, dataset and evaluation protocol. While high-resolution datasets are standard in dense reconstruction literature, sparse rendering methods often evaluate with low-resolution images. Additionally, data splits are inconsistent across different manuscripts, and testing ground-truth images are often publicly available, which may lead to over-fitting. In this work, we propose the Sparse Rendering (SpaRe) dataset and benchmark. We introduce a new dataset that follows the setup of the DTU MVS dataset. The dataset is composed of 97 new scenes based on synthetic, high-quality assets. Each scene has up to 64 camera views and 7 lighting configurations, rendered at 1600x1200 resolution. We release a training split of 82 scenes to foster generalizable approaches, and provide an online evaluation platform for the validation and test sets, whose ground-truth images remain hidden. We propose two different sparse configurations (3 and 9 input images respectively). This provides a powerful and convenient tool for reproducible evaluation, and enable researchers easy access to a public leaderboard with the state-of-the-art performance scores. Available at: https://sparebenchmark.github.io/

VideoGen-of-Thought: A Collaborative Framework for Multi-Shot Video Generation

Current video generation models excel at generating short clips but still struggle with creating multi-shot, movie-like videos. Existing models trained on large-scale data on the back of rich computational resources are unsurprisingly inadequate for maintaining a logical storyline and visual consistency across multiple shots of a cohesive script since they are often trained with a single-shot objective. To this end, we propose VideoGen-of-Thought (VGoT), a collaborative and training-free architecture designed specifically for multi-shot video generation. VGoT is designed with three goals in mind as follows. Multi-Shot Video Generation: We divide the video generation process into a structured, modular sequence, including (1) Script Generation, which translates a curt story into detailed prompts for each shot; (2) Keyframe Generation, responsible for creating visually consistent keyframes faithful to character portrayals; and (3) Shot-Level Video Generation, which transforms information from scripts and keyframes into shots; (4) Smoothing Mechanism that ensures a consistent multi-shot output. Reasonable Narrative Design: Inspired by cinematic scriptwriting, our prompt generation approach spans five key domains, ensuring logical consistency, character development, and narrative flow across the entire video. Cross-Shot Consistency: We ensure temporal and identity consistency by leveraging identity-preserving (IP) embeddings across shots, which are automatically created from the narrative. Additionally, we incorporate a cross-shot smoothing mechanism, which integrates a reset boundary that effectively combines latent features from adjacent shots, resulting in smooth transitions and maintaining visual coherence throughout the video. Our experiments demonstrate that VGoT surpasses existing video generation methods in producing high-quality, coherent, multi-shot videos.

What Matters in Learning from Offline Human Demonstrations for Robot Manipulation

Imitating human demonstrations is a promising approach to endow robots with various manipulation capabilities. While recent advances have been made in imitation learning and batch (offline) reinforcement learning, a lack of open-source human datasets and reproducible learning methods make assessing the state of the field difficult. In this paper, we conduct an extensive study of six offline learning algorithms for robot manipulation on five simulated and three real-world multi-stage manipulation tasks of varying complexity, and with datasets of varying quality. Our study analyzes the most critical challenges when learning from offline human data for manipulation. Based on the study, we derive a series of lessons including the sensitivity to different algorithmic design choices, the dependence on the quality of the demonstrations, and the variability based on the stopping criteria due to the different objectives in training and evaluation. We also highlight opportunities for learning from human datasets, such as the ability to learn proficient policies on challenging, multi-stage tasks beyond the scope of current reinforcement learning methods, and the ability to easily scale to natural, real-world manipulation scenarios where only raw sensory signals are available. We have open-sourced our datasets and all algorithm implementations to facilitate future research and fair comparisons in learning from human demonstration data. Codebase, datasets, trained models, and more available at https://arise-initiative.github.io/robomimic-web/

GravMAD: Grounded Spatial Value Maps Guided Action Diffusion for Generalized 3D Manipulation

Robots' ability to follow language instructions and execute diverse 3D tasks is vital in robot learning. Traditional imitation learning-based methods perform well on seen tasks but struggle with novel, unseen ones due to variability. Recent approaches leverage large foundation models to assist in understanding novel tasks, thereby mitigating this issue. However, these methods lack a task-specific learning process, which is essential for an accurate understanding of 3D environments, often leading to execution failures. In this paper, we introduce GravMAD, a sub-goal-driven, language-conditioned action diffusion framework that combines the strengths of imitation learning and foundation models. Our approach breaks tasks into sub-goals based on language instructions, allowing auxiliary guidance during both training and inference. During training, we introduce Sub-goal Keypose Discovery to identify key sub-goals from demonstrations. Inference differs from training, as there are no demonstrations available, so we use pre-trained foundation models to bridge the gap and identify sub-goals for the current task. In both phases, GravMaps are generated from sub-goals, providing flexible 3D spatial guidance compared to fixed 3D positions. Empirical evaluations on RLBench show that GravMAD significantly outperforms state-of-the-art methods, with a 28.63% improvement on novel tasks and a 13.36% gain on tasks encountered during training. These results demonstrate GravMAD's strong multi-task learning and generalization in 3D manipulation. Video demonstrations are available at: https://gravmad.github.io.

FreeNoise: Tuning-Free Longer Video Diffusion Via Noise Rescheduling

With the availability of large-scale video datasets and the advances of diffusion models, text-driven video generation has achieved substantial progress. However, existing video generation models are typically trained on a limited number of frames, resulting in the inability to generate high-fidelity long videos during inference. Furthermore, these models only support single-text conditions, whereas real-life scenarios often require multi-text conditions as the video content changes over time. To tackle these challenges, this study explores the potential of extending the text-driven capability to generate longer videos conditioned on multiple texts. 1) We first analyze the impact of initial noise in video diffusion models. Then building upon the observation of noise, we propose FreeNoise, a tuning-free and time-efficient paradigm to enhance the generative capabilities of pretrained video diffusion models while preserving content consistency. Specifically, instead of initializing noises for all frames, we reschedule a sequence of noises for long-range correlation and perform temporal attention over them by window-based function. 2) Additionally, we design a novel motion injection method to support the generation of videos conditioned on multiple text prompts. Extensive experiments validate the superiority of our paradigm in extending the generative capabilities of video diffusion models. It is noteworthy that compared with the previous best-performing method which brought about 255% extra time cost, our method incurs only negligible time cost of approximately 17%. Generated video samples are available at our website: http://haonanqiu.com/projects/FreeNoise.html.

VideoUFO: A Million-Scale User-Focused Dataset for Text-to-Video Generation

Text-to-video generative models convert textual prompts into dynamic visual content, offering wide-ranging applications in film production, gaming, and education. However, their real-world performance often falls short of user expectations. One key reason is that these models have not been trained on videos related to some topics users want to create. In this paper, we propose VideoUFO, the first Video dataset specifically curated to align with Users' FOcus in real-world scenarios. Beyond this, our VideoUFO also features: (1) minimal (0.29%) overlap with existing video datasets, and (2) videos searched exclusively via YouTube's official API under the Creative Commons license. These two attributes provide future researchers with greater freedom to broaden their training sources. The VideoUFO comprises over 1.09 million video clips, each paired with both a brief and a detailed caption (description). Specifically, through clustering, we first identify 1,291 user-focused topics from the million-scale real text-to-video prompt dataset, VidProM. Then, we use these topics to retrieve videos from YouTube, split the retrieved videos into clips, and generate both brief and detailed captions for each clip. After verifying the clips with specified topics, we are left with about 1.09 million video clips. Our experiments reveal that (1) current 16 text-to-video models do not achieve consistent performance across all user-focused topics; and (2) a simple model trained on VideoUFO outperforms others on worst-performing topics. The dataset is publicly available at https://huggingface.co/datasets/WenhaoWang/VideoUFO under the CC BY 4.0 License.

Robot See Robot Do: Imitating Articulated Object Manipulation with Monocular 4D Reconstruction

Humans can learn to manipulate new objects by simply watching others; providing robots with the ability to learn from such demonstrations would enable a natural interface specifying new behaviors. This work develops Robot See Robot Do (RSRD), a method for imitating articulated object manipulation from a single monocular RGB human demonstration given a single static multi-view object scan. We first propose 4D Differentiable Part Models (4D-DPM), a method for recovering 3D part motion from a monocular video with differentiable rendering. This analysis-by-synthesis approach uses part-centric feature fields in an iterative optimization which enables the use of geometric regularizers to recover 3D motions from only a single video. Given this 4D reconstruction, the robot replicates object trajectories by planning bimanual arm motions that induce the demonstrated object part motion. By representing demonstrations as part-centric trajectories, RSRD focuses on replicating the demonstration's intended behavior while considering the robot's own morphological limits, rather than attempting to reproduce the hand's motion. We evaluate 4D-DPM's 3D tracking accuracy on ground truth annotated 3D part trajectories and RSRD's physical execution performance on 9 objects across 10 trials each on a bimanual YuMi robot. Each phase of RSRD achieves an average of 87% success rate, for a total end-to-end success rate of 60% across 90 trials. Notably, this is accomplished using only feature fields distilled from large pretrained vision models -- without any task-specific training, fine-tuning, dataset collection, or annotation. Project page: https://robot-see-robot-do.github.io

Giving Robots a Hand: Learning Generalizable Manipulation with Eye-in-Hand Human Video Demonstrations

Eye-in-hand cameras have shown promise in enabling greater sample efficiency and generalization in vision-based robotic manipulation. However, for robotic imitation, it is still expensive to have a human teleoperator collect large amounts of expert demonstrations with a real robot. Videos of humans performing tasks, on the other hand, are much cheaper to collect since they eliminate the need for expertise in robotic teleoperation and can be quickly captured in a wide range of scenarios. Therefore, human video demonstrations are a promising data source for learning generalizable robotic manipulation policies at scale. In this work, we augment narrow robotic imitation datasets with broad unlabeled human video demonstrations to greatly enhance the generalization of eye-in-hand visuomotor policies. Although a clear visual domain gap exists between human and robot data, our framework does not need to employ any explicit domain adaptation method, as we leverage the partial observability of eye-in-hand cameras as well as a simple fixed image masking scheme. On a suite of eight real-world tasks involving both 3-DoF and 6-DoF robot arm control, our method improves the success rates of eye-in-hand manipulation policies by 58% (absolute) on average, enabling robots to generalize to both new environment configurations and new tasks that are unseen in the robot demonstration data. See video results at https://giving-robots-a-hand.github.io/ .

Data Scaling Laws in Imitation Learning for Robotic Manipulation

Data scaling has revolutionized fields like natural language processing and computer vision, providing models with remarkable generalization capabilities. In this paper, we investigate whether similar data scaling laws exist in robotics, particularly in robotic manipulation, and whether appropriate data scaling can yield single-task robot policies that can be deployed zero-shot for any object within the same category in any environment. To this end, we conduct a comprehensive empirical study on data scaling in imitation learning. By collecting data across numerous environments and objects, we study how a policy's generalization performance changes with the number of training environments, objects, and demonstrations. Throughout our research, we collect over 40,000 demonstrations and execute more than 15,000 real-world robot rollouts under a rigorous evaluation protocol. Our findings reveal several intriguing results: the generalization performance of the policy follows a roughly power-law relationship with the number of environments and objects. The diversity of environments and objects is far more important than the absolute number of demonstrations; once the number of demonstrations per environment or object reaches a certain threshold, additional demonstrations have minimal effect. Based on these insights, we propose an efficient data collection strategy. With four data collectors working for one afternoon, we collect sufficient data to enable the policies for two tasks to achieve approximately 90% success rates in novel environments with unseen objects.

Out-of-Dynamics Imitation Learning from Multimodal Demonstrations

Existing imitation learning works mainly assume that the demonstrator who collects demonstrations shares the same dynamics as the imitator. However, the assumption limits the usage of imitation learning, especially when collecting demonstrations for the imitator is difficult. In this paper, we study out-of-dynamics imitation learning (OOD-IL), which relaxes the assumption to that the demonstrator and the imitator have the same state spaces but could have different action spaces and dynamics. OOD-IL enables imitation learning to utilize demonstrations from a wide range of demonstrators but introduces a new challenge: some demonstrations cannot be achieved by the imitator due to the different dynamics. Prior works try to filter out such demonstrations by feasibility measurements, but ignore the fact that the demonstrations exhibit a multimodal distribution since the different demonstrators may take different policies in different dynamics. We develop a better transferability measurement to tackle this newly-emerged challenge. We firstly design a novel sequence-based contrastive clustering algorithm to cluster demonstrations from the same mode to avoid the mutual interference of demonstrations from different modes, and then learn the transferability of each demonstration with an adversarial-learning based algorithm in each cluster. Experiment results on several MuJoCo environments, a driving environment, and a simulated robot environment show that the proposed transferability measurement more accurately finds and down-weights non-transferable demonstrations and outperforms prior works on the final imitation learning performance. We show the videos of our experiment results on our website.

TIP-I2V: A Million-Scale Real Text and Image Prompt Dataset for Image-to-Video Generation

Video generation models are revolutionizing content creation, with image-to-video models drawing increasing attention due to their enhanced controllability, visual consistency, and practical applications. However, despite their popularity, these models rely on user-provided text and image prompts, and there is currently no dedicated dataset for studying these prompts. In this paper, we introduce TIP-I2V, the first large-scale dataset of over 1.70 million unique user-provided Text and Image Prompts specifically for Image-to-Video generation. Additionally, we provide the corresponding generated videos from five state-of-the-art image-to-video models. We begin by outlining the time-consuming and costly process of curating this large-scale dataset. Next, we compare TIP-I2V to two popular prompt datasets, VidProM (text-to-video) and DiffusionDB (text-to-image), highlighting differences in both basic and semantic information. This dataset enables advancements in image-to-video research. For instance, to develop better models, researchers can use the prompts in TIP-I2V to analyze user preferences and evaluate the multi-dimensional performance of their trained models; and to enhance model safety, they may focus on addressing the misinformation issue caused by image-to-video models. The new research inspired by TIP-I2V and the differences with existing datasets emphasize the importance of a specialized image-to-video prompt dataset. The project is publicly available at https://tip-i2v.github.io.

PromptKD: Unsupervised Prompt Distillation for Vision-Language Models

Prompt learning has emerged as a valuable technique in enhancing vision-language models (VLMs) such as CLIP for downstream tasks in specific domains. Existing work mainly focuses on designing various learning forms of prompts, neglecting the potential of prompts as effective distillers for learning from larger teacher models. In this paper, we introduce an unsupervised domain prompt distillation framework, which aims to transfer the knowledge of a larger teacher model to a lightweight target model through prompt-driven imitation using unlabeled domain images. Specifically, our framework consists of two distinct stages. In the initial stage, we pre-train a large CLIP teacher model using domain (few-shot) labels. After pre-training, we leverage the unique decoupled-modality characteristics of CLIP by pre-computing and storing the text features as class vectors only once through the teacher text encoder. In the subsequent stage, the stored class vectors are shared across teacher and student image encoders for calculating the predicted logits. Further, we align the logits of both the teacher and student models via KL divergence, encouraging the student image encoder to generate similar probability distributions to the teacher through the learnable prompts. The proposed prompt distillation process eliminates the reliance on labeled data, enabling the algorithm to leverage a vast amount of unlabeled images within the domain. Finally, the well-trained student image encoders and pre-stored text features (class vectors) are utilized for inference. To our best knowledge, we are the first to (1) perform unsupervised domain-specific prompt-driven knowledge distillation for CLIP, and (2) establish a practical pre-storing mechanism of text features as shared class vectors between teacher and student. Extensive experiments on 11 datasets demonstrate the effectiveness of our method.

LAMP: Learn A Motion Pattern for Few-Shot-Based Video Generation

With the impressive progress in diffusion-based text-to-image generation, extending such powerful generative ability to text-to-video raises enormous attention. Existing methods either require large-scale text-video pairs and a large number of training resources or learn motions that are precisely aligned with template videos. It is non-trivial to balance a trade-off between the degree of generation freedom and the resource costs for video generation. In our study, we present a few-shot-based tuning framework, LAMP, which enables text-to-image diffusion model Learn A specific Motion Pattern with 8~16 videos on a single GPU. Specifically, we design a first-frame-conditioned pipeline that uses an off-the-shelf text-to-image model for content generation so that our tuned video diffusion model mainly focuses on motion learning. The well-developed text-to-image techniques can provide visually pleasing and diverse content as generation conditions, which highly improves video quality and generation freedom. To capture the features of temporal dimension, we expand the pretrained 2D convolution layers of the T2I model to our novel temporal-spatial motion learning layers and modify the attention blocks to the temporal level. Additionally, we develop an effective inference trick, shared-noise sampling, which can improve the stability of videos with computational costs. Our method can also be flexibly applied to other tasks, e.g. real-world image animation and video editing. Extensive experiments demonstrate that LAMP can effectively learn the motion pattern on limited data and generate high-quality videos. The code and models are available at https://rq-wu.github.io/projects/LAMP.

Fine-Grained Visual Prompting

Vision-Language Models (VLMs), such as CLIP, have demonstrated impressive zero-shot transfer capabilities in image-level visual perception. However, these models have shown limited performance in instance-level tasks that demand precise localization and recognition. Previous works have suggested that incorporating visual prompts, such as colorful boxes or circles, can improve the ability of models to recognize objects of interest. Nonetheless, compared to language prompting, visual prompting designs are rarely explored. Existing approaches, which employ coarse visual cues such as colorful boxes or circles, often result in sub-optimal performance due to the inclusion of irrelevant and noisy pixels. In this paper, we carefully study the visual prompting designs by exploring more fine-grained markings, such as segmentation masks and their variations. In addition, we introduce a new zero-shot framework that leverages pixel-level annotations acquired from a generalist segmentation model for fine-grained visual prompting. Consequently, our investigation reveals that a straightforward application of blur outside the target mask, referred to as the Blur Reverse Mask, exhibits exceptional effectiveness. This proposed prompting strategy leverages the precise mask annotations to reduce focus on weakly related regions while retaining spatial coherence between the target and the surrounding background. Our Fine-Grained Visual Prompting (FGVP) demonstrates superior performance in zero-shot comprehension of referring expressions on the RefCOCO, RefCOCO+, and RefCOCOg benchmarks. It outperforms prior methods by an average margin of 3.0% to 4.6%, with a maximum improvement of 12.5% on the RefCOCO+ testA subset. Code is available at https://github.com/ylingfeng/FGVP.

Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE

As Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D objects from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, that not only ensures realism and diversity through the video generation framework but also uses implicit neural fields combined with Masked Autoencoders (MAE) to effectively ensures the consistency of unseen areas across views. Specifically, we initially warp the input image (or an image generated from text) to simulate adjacent views, filling the invisible areas with the MAE model. However, these filled images usually fail to maintain view consistency, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. We show encourage video examples at https://yiyingyang12.github.io/Scene123.github.io/.

Generative Visual Prompt: Unifying Distributional Control of Pre-Trained Generative Models

Generative models (e.g., GANs, diffusion models) learn the underlying data distribution in an unsupervised manner. However, many applications of interest require sampling from a particular region of the output space or sampling evenly over a range of characteristics. For efficient sampling in these scenarios, we propose Generative Visual Prompt (PromptGen), a framework for distributional control over pre-trained generative models by incorporating knowledge of other off-the-shelf models. PromptGen defines control as energy-based models (EBMs) and samples images in a feed-forward manner by approximating the EBM with invertible neural networks, avoiding optimization at inference. Our experiments demonstrate how PromptGen can efficiently sample from several unconditional generative models (e.g., StyleGAN2, StyleNeRF, diffusion autoencoder, NVAE) in a controlled or/and de-biased manner using various off-the-shelf models: (1) with the CLIP model as control, PromptGen can sample images guided by text, (2) with image classifiers as control, PromptGen can de-bias generative models across a set of attributes or attribute combinations, and (3) with inverse graphics models as control, PromptGen can sample images of the same identity in different poses. (4) Finally, PromptGen reveals that the CLIP model shows a "reporting bias" when used as control, and PromptGen can further de-bias this controlled distribution in an iterative manner. The code is available at https://github.com/ChenWu98/Generative-Visual-Prompt.

AlphaBlock: Embodied Finetuning for Vision-Language Reasoning in Robot Manipulation

We propose a novel framework for learning high-level cognitive capabilities in robot manipulation tasks, such as making a smiley face using building blocks. These tasks often involve complex multi-step reasoning, presenting significant challenges due to the limited paired data connecting human instructions (e.g., making a smiley face) and robot actions (e.g., end-effector movement). Existing approaches relieve this challenge by adopting an open-loop paradigm decomposing high-level instructions into simple sub-task plans, and executing them step-by-step using low-level control models. However, these approaches are short of instant observations in multi-step reasoning, leading to sub-optimal results. To address this issue, we propose to automatically collect a cognitive robot dataset by Large Language Models (LLMs). The resulting dataset AlphaBlock consists of 35 comprehensive high-level tasks of multi-step text plans and paired observation sequences. To enable efficient data acquisition, we employ elaborated multi-round prompt designs that effectively reduce the burden of extensive human involvement. We further propose a closed-loop multi-modal embodied planning model that autoregressively generates plans by taking image observations as input. To facilitate effective learning, we leverage MiniGPT-4 with a frozen visual encoder and LLM, and finetune additional vision adapter and Q-former to enable fine-grained spatial perception for manipulation tasks. We conduct experiments to verify the superiority over existing open and closed-loop methods, and achieve a significant increase in success rate by 21.4% and 14.5% over ChatGPT and GPT-4 based robot tasks. Real-world demos are shown in https://www.youtube.com/watch?v=ayAzID1_qQk .

ShowUI: One Vision-Language-Action Model for GUI Visual Agent

Building Graphical User Interface (GUI) assistants holds significant promise for enhancing human workflow productivity. While most agents are language-based, relying on closed-source API with text-rich meta-information (e.g., HTML or accessibility tree), they show limitations in perceiving UI visuals as humans do, highlighting the need for GUI visual agents. In this work, we develop a vision-language-action model in digital world, namely ShowUI, which features the following innovations: (i) UI-Guided Visual Token Selection to reduce computational costs by formulating screenshots as an UI connected graph, adaptively identifying their redundant relationship and serve as the criteria for token selection during self-attention blocks; (ii) Interleaved Vision-Language-Action Streaming that flexibly unifies diverse needs within GUI tasks, enabling effective management of visual-action history in navigation or pairing multi-turn query-action sequences per screenshot to enhance training efficiency; (iii) Small-scale High-quality GUI Instruction-following Datasets by careful data curation and employing a resampling strategy to address significant data type imbalances. With above components, ShowUI, a lightweight 2B model using 256K data, achieves a strong 75.1% accuracy in zero-shot screenshot grounding. Its UI-guided token selection further reduces 33% of redundant visual tokens during training and speeds up the performance by 1.4x. Navigation experiments across web Mind2Web, mobile AITW, and online MiniWob environments further underscore the effectiveness and potential of our model in advancing GUI visual agents. The models are available at https://github.com/showlab/ShowUI.

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.

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.

A Hard-to-Beat Baseline for Training-free CLIP-based Adaptation

Contrastive Language-Image Pretraining (CLIP) has gained popularity for its remarkable zero-shot capacity. Recent research has focused on developing efficient fine-tuning methods, such as prompt learning and adapter, to enhance CLIP's performance in downstream tasks. However, these methods still require additional training time and computational resources, which is undesirable for devices with limited resources. In this paper, we revisit a classical algorithm, Gaussian Discriminant Analysis (GDA), and apply it to the downstream classification of CLIP. Typically, GDA assumes that features of each class follow Gaussian distributions with identical covariance. By leveraging Bayes' formula, the classifier can be expressed in terms of the class means and covariance, which can be estimated from the data without the need for training. To integrate knowledge from both visual and textual modalities, we ensemble it with the original zero-shot classifier within CLIP. Extensive results on 17 datasets validate that our method surpasses or achieves comparable results with state-of-the-art methods on few-shot classification, imbalanced learning, and out-of-distribution generalization. In addition, we extend our method to base-to-new generalization and unsupervised learning, once again demonstrating its superiority over competing approaches. Our code is publicly available at https://github.com/mrflogs/ICLR24.

PaintScene4D: Consistent 4D Scene Generation from Text Prompts

Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/

MicroCinema: A Divide-and-Conquer Approach for Text-to-Video Generation

We present MicroCinema, a straightforward yet effective framework for high-quality and coherent text-to-video generation. Unlike existing approaches that align text prompts with video directly, MicroCinema introduces a Divide-and-Conquer strategy which divides the text-to-video into a two-stage process: text-to-image generation and image\&text-to-video generation. This strategy offers two significant advantages. a) It allows us to take full advantage of the recent advances in text-to-image models, such as Stable Diffusion, Midjourney, and DALLE, to generate photorealistic and highly detailed images. b) Leveraging the generated image, the model can allocate less focus to fine-grained appearance details, prioritizing the efficient learning of motion dynamics. To implement this strategy effectively, we introduce two core designs. First, we propose the Appearance Injection Network, enhancing the preservation of the appearance of the given image. Second, we introduce the Appearance Noise Prior, a novel mechanism aimed at maintaining the capabilities of pre-trained 2D diffusion models. These design elements empower MicroCinema to generate high-quality videos with precise motion, guided by the provided text prompts. Extensive experiments demonstrate the superiority of the proposed framework. Concretely, MicroCinema achieves SOTA zero-shot FVD of 342.86 on UCF-101 and 377.40 on MSR-VTT. See https://wangyanhui666.github.io/MicroCinema.github.io/ for video samples.

Action Reimagined: Text-to-Pose Video Editing for Dynamic Human Actions

We introduce a novel text-to-pose video editing method, ReimaginedAct. While existing video editing tasks are limited to changes in attributes, backgrounds, and styles, our method aims to predict open-ended human action changes in video. Moreover, our method can accept not only direct instructional text prompts but also `what if' questions to predict possible action changes. ReimaginedAct comprises video understanding, reasoning, and editing modules. First, an LLM is utilized initially to obtain a plausible answer for the instruction or question, which is then used for (1) prompting Grounded-SAM to produce bounding boxes of relevant individuals and (2) retrieving a set of pose videos that we have collected for editing human actions. The retrieved pose videos and the detected individuals are then utilized to alter the poses extracted from the original video. We also employ a timestep blending module to ensure the edited video retains its original content except where necessary modifications are needed. To facilitate research in text-to-pose video editing, we introduce a new evaluation dataset, WhatifVideo-1.0. This dataset includes videos of different scenarios spanning a range of difficulty levels, along with questions and text prompts. Experimental results demonstrate that existing video editing methods struggle with human action editing, while our approach can achieve effective action editing and even imaginary editing from counterfactual questions.

VideoBooth: Diffusion-based Video Generation with Image Prompts

Text-driven video generation witnesses rapid progress. However, merely using text prompts is not enough to depict the desired subject appearance that accurately aligns with users' intents, especially for customized content creation. In this paper, we study the task of video generation with image prompts, which provide more accurate and direct content control beyond the text prompts. Specifically, we propose a feed-forward framework VideoBooth, with two dedicated designs: 1) We propose to embed image prompts in a coarse-to-fine manner. Coarse visual embeddings from image encoder provide high-level encodings of image prompts, while fine visual embeddings from the proposed attention injection module provide multi-scale and detailed encoding of image prompts. These two complementary embeddings can faithfully capture the desired appearance. 2) In the attention injection module at fine level, multi-scale image prompts are fed into different cross-frame attention layers as additional keys and values. This extra spatial information refines the details in the first frame and then it is propagated to the remaining frames, which maintains temporal consistency. Extensive experiments demonstrate that VideoBooth achieves state-of-the-art performance in generating customized high-quality videos with subjects specified in image prompts. Notably, VideoBooth is a generalizable framework where a single model works for a wide range of image prompts with feed-forward pass.

DreamVideo: High-Fidelity Image-to-Video Generation with Image Retention and Text Guidance

Image-to-video generation, which aims to generate a video starting from a given reference image, has drawn great attention. Existing methods try to extend pre-trained text-guided image diffusion models to image-guided video generation models. Nevertheless, these methods often result in either low fidelity or flickering over time due to their limitation to shallow image guidance and poor temporal consistency. To tackle these problems, we propose a high-fidelity image-to-video generation method by devising a frame retention branch based on a pre-trained video diffusion model, named DreamVideo. Instead of integrating the reference image into the diffusion process at a semantic level, our DreamVideo perceives the reference image via convolution layers and concatenates the features with the noisy latents as model input. By this means, the details of the reference image can be preserved to the greatest extent. In addition, by incorporating double-condition classifier-free guidance, a single image can be directed to videos of different actions by providing varying prompt texts. This has significant implications for controllable video generation and holds broad application prospects. We conduct comprehensive experiments on the public dataset, and both quantitative and qualitative results indicate that our method outperforms the state-of-the-art method. Especially for fidelity, our model has a powerful image retention ability and delivers the best results in UCF101 compared to other image-to-video models to our best knowledge. Also, precise control can be achieved by giving different text prompts. Further details and comprehensive results of our model will be presented in https://anonymous0769.github.io/DreamVideo/.

Long-Term Photometric Consistent Novel View Synthesis with Diffusion Models

Novel view synthesis from a single input image is a challenging task, where the goal is to generate a new view of a scene from a desired camera pose that may be separated by a large motion. The highly uncertain nature of this synthesis task due to unobserved elements within the scene (i.e. occlusion) and outside the field-of-view makes the use of generative models appealing to capture the variety of possible outputs. In this paper, we propose a novel generative model capable of producing a sequence of photorealistic images consistent with a specified camera trajectory, and a single starting image. Our approach is centred on an autoregressive conditional diffusion-based model capable of interpolating visible scene elements, and extrapolating unobserved regions in a view, in a geometrically consistent manner. Conditioning is limited to an image capturing a single camera view and the (relative) pose of the new camera view. To measure the consistency over a sequence of generated views, we introduce a new metric, the thresholded symmetric epipolar distance (TSED), to measure the number of consistent frame pairs in a sequence. While previous methods have been shown to produce high quality images and consistent semantics across pairs of views, we show empirically with our metric that they are often inconsistent with the desired camera poses. In contrast, we demonstrate that our method produces both photorealistic and view-consistent imagery.

Consistency-guided Prompt Learning for Vision-Language Models

We propose Consistency-guided Prompt learning (CoPrompt), a new fine-tuning method for vision-language models. Our approach improves the generalization of large foundation models when fine-tuned on downstream tasks in a few-shot setting. The basic idea of CoPrompt is to enforce a consistency constraint in the prediction of the trainable and pre-trained models to prevent overfitting on the downstream task. Additionally, we introduce the following two components into our consistency constraint to further boost the performance: enforcing consistency on two perturbed inputs and combining two dominant paradigms of tuning, prompting and adapter. Enforcing consistency on perturbed input serves to further regularize the consistency constraint, thereby improving generalization. Moreover, the integration of adapters and prompts not only enhances performance on downstream tasks but also offers increased tuning flexibility in both input and output spaces. This facilitates more effective adaptation to downstream tasks in a few-shot learning setting. Experiments show that CoPrompt outperforms existing methods on a range of evaluation suites, including base-to-novel generalization, domain generalization, and cross-dataset evaluation. On generalization, CoPrompt improves the state-of-the-art on zero-shot tasks and the overall harmonic mean over 11 datasets. Detailed ablation studies show the effectiveness of each of the components in CoPrompt. We make our code available at https://github.com/ShuvenduRoy/CoPrompt.

AMU-Tuning: Effective Logit Bias for CLIP-based Few-shot Learning

Recently, pre-trained vision-language models (e.g., CLIP) have shown great potential in few-shot learning and attracted a lot of research interest. Although efforts have been made to improve few-shot ability of CLIP, key factors on the effectiveness of existing methods have not been well studied, limiting further exploration of CLIP's potential in few-shot learning. In this paper, we first introduce a unified formulation to analyze CLIP-based few-shot learning methods from a perspective of logit bias, which encourages us to learn an effective logit bias for further improving performance of CLIP-based few-shot learning methods. To this end, we disassemble three key components involved in computation of logit bias (i.e., logit features, logit predictor, and logit fusion) and empirically analyze the effect on performance of few-shot classification. Based on analysis of key components, this paper proposes a novel AMU-Tuning method to learn effective logit bias for CLIP-based few-shot classification. Specifically, our AMU-Tuning predicts logit bias by exploiting the appropriate textbf{A}uxiliary features, which are fed into an efficient feature-initialized linear classifier with textbf{M}ulti-branch training. Finally, an textbf{U}ncertainty-based fusion is developed to incorporate logit bias into CLIP for few-shot classification. The experiments are conducted on several widely used benchmarks, and the results show AMU-Tuning clearly outperforms its counterparts while achieving state-of-the-art performance of CLIP-based few-shot learning without bells and whistles.

How Far is Video Generation from World Model: A Physical Law Perspective

OpenAI's Sora highlights the potential of video generation for developing world models that adhere to fundamental physical laws. However, the ability of video generation models to discover such laws purely from visual data without human priors can be questioned. A world model learning the true law should give predictions robust to nuances and correctly extrapolate on unseen scenarios. In this work, we evaluate across three key scenarios: in-distribution, out-of-distribution, and combinatorial generalization. We developed a 2D simulation testbed for object movement and collisions to generate videos deterministically governed by one or more classical mechanics laws. This provides an unlimited supply of data for large-scale experimentation and enables quantitative evaluation of whether the generated videos adhere to physical laws. We trained diffusion-based video generation models to predict object movements based on initial frames. Our scaling experiments show perfect generalization within the distribution, measurable scaling behavior for combinatorial generalization, but failure in out-of-distribution scenarios. Further experiments reveal two key insights about the generalization mechanisms of these models: (1) the models fail to abstract general physical rules and instead exhibit "case-based" generalization behavior, i.e., mimicking the closest training example; (2) when generalizing to new cases, models are observed to prioritize different factors when referencing training data: color > size > velocity > shape. Our study suggests that scaling alone is insufficient for video generation models to uncover fundamental physical laws, despite its role in Sora's broader success. See our project page at https://phyworld.github.io

Compositional 3D-aware Video Generation with LLM Director

Significant progress has been made in text-to-video generation through the use of powerful generative models and large-scale internet data. However, substantial challenges remain in precisely controlling individual concepts within the generated video, such as the motion and appearance of specific characters and the movement of viewpoints. In this work, we propose a novel paradigm that generates each concept in 3D representation separately and then composes them with priors from Large Language Models (LLM) and 2D diffusion models. Specifically, given an input textual prompt, our scheme consists of three stages: 1) We leverage LLM as the director to first decompose the complex query into several sub-prompts that indicate individual concepts within the video~(e.g., scene, objects, motions), then we let LLM to invoke pre-trained expert models to obtain corresponding 3D representations of concepts. 2) To compose these representations, we prompt multi-modal LLM to produce coarse guidance on the scales and coordinates of trajectories for the objects. 3) To make the generated frames adhere to natural image distribution, we further leverage 2D diffusion priors and use Score Distillation Sampling to refine the composition. Extensive experiments demonstrate that our method can generate high-fidelity videos from text with diverse motion and flexible control over each concept. Project page: https://aka.ms/c3v.

CDFSL-V: Cross-Domain Few-Shot Learning for Videos

Few-shot video action recognition is an effective approach to recognizing new categories with only a few labeled examples, thereby reducing the challenges associated with collecting and annotating large-scale video datasets. Existing methods in video action recognition rely on large labeled datasets from the same domain. However, this setup is not realistic as novel categories may come from different data domains that may have different spatial and temporal characteristics. This dissimilarity between the source and target domains can pose a significant challenge, rendering traditional few-shot action recognition techniques ineffective. To address this issue, in this work, we propose a novel cross-domain few-shot video action recognition method that leverages self-supervised learning and curriculum learning to balance the information from the source and target domains. To be particular, our method employs a masked autoencoder-based self-supervised training objective to learn from both source and target data in a self-supervised manner. Then a progressive curriculum balances learning the discriminative information from the source dataset with the generic information learned from the target domain. Initially, our curriculum utilizes supervised learning to learn class discriminative features from the source data. As the training progresses, we transition to learning target-domain-specific features. We propose a progressive curriculum to encourage the emergence of rich features in the target domain based on class discriminative supervised features in the source domain. %a schedule that helps with this transition. We evaluate our method on several challenging benchmark datasets and demonstrate that our approach outperforms existing cross-domain few-shot learning techniques. Our code is available at https://github.com/Sarinda251/CDFSL-V{https://github.com/Sarinda251/CDFSL-V}

Vlogger: Make Your Dream A Vlog

In this work, we present Vlogger, a generic AI system for generating a minute-level video blog (i.e., vlog) of user descriptions. Different from short videos with a few seconds, vlog often contains a complex storyline with diversified scenes, which is challenging for most existing video generation approaches. To break through this bottleneck, our Vlogger smartly leverages Large Language Model (LLM) as Director and decomposes a long video generation task of vlog into four key stages, where we invoke various foundation models to play the critical roles of vlog professionals, including (1) Script, (2) Actor, (3) ShowMaker, and (4) Voicer. With such a design of mimicking human beings, our Vlogger can generate vlogs through explainable cooperation of top-down planning and bottom-up shooting. Moreover, we introduce a novel video diffusion model, ShowMaker, which serves as a videographer in our Vlogger for generating the video snippet of each shooting scene. By incorporating Script and Actor attentively as textual and visual prompts, it can effectively enhance spatial-temporal coherence in the snippet. Besides, we design a concise mixed training paradigm for ShowMaker, boosting its capacity for both T2V generation and prediction. Finally, the extensive experiments show that our method achieves state-of-the-art performance on zero-shot T2V generation and prediction tasks. More importantly, Vlogger can generate over 5-minute vlogs from open-world descriptions, without loss of video coherence on script and actor. The code and model is all available at https://github.com/zhuangshaobin/Vlogger.

DiTCtrl: Exploring Attention Control in Multi-Modal Diffusion Transformer for Tuning-Free Multi-Prompt Longer Video Generation

Sora-like video generation models have achieved remarkable progress with a Multi-Modal Diffusion Transformer MM-DiT architecture. However, the current video generation models predominantly focus on single-prompt, struggling to generate coherent scenes with multiple sequential prompts that better reflect real-world dynamic scenarios. While some pioneering works have explored multi-prompt video generation, they face significant challenges including strict training data requirements, weak prompt following, and unnatural transitions. To address these problems, we propose DiTCtrl, a training-free multi-prompt video generation method under MM-DiT architectures for the first time. Our key idea is to take the multi-prompt video generation task as temporal video editing with smooth transitions. To achieve this goal, we first analyze MM-DiT's attention mechanism, finding that the 3D full attention behaves similarly to that of the cross/self-attention blocks in the UNet-like diffusion models, enabling mask-guided precise semantic control across different prompts with attention sharing for multi-prompt video generation. Based on our careful design, the video generated by DiTCtrl achieves smooth transitions and consistent object motion given multiple sequential prompts without additional training. Besides, we also present MPVBench, a new benchmark specially designed for multi-prompt video generation to evaluate the performance of multi-prompt generation. Extensive experiments demonstrate that our method achieves state-of-the-art performance without additional training.

VideoDirectorGPT: Consistent Multi-scene Video Generation via LLM-Guided Planning

Although recent text-to-video (T2V) generation methods have seen significant advancements, most of these works focus on producing short video clips of a single event with a single background (i.e., single-scene videos). Meanwhile, recent large language models (LLMs) have demonstrated their capability in generating layouts and programs to control downstream visual modules such as image generation models. This raises an important question: can we leverage the knowledge embedded in these LLMs for temporally consistent long video generation? In this paper, we propose VideoDirectorGPT, a novel framework for consistent multi-scene video generation that uses the knowledge of LLMs for video content planning and grounded video generation. Specifically, given a single text prompt, we first ask our video planner LLM (GPT-4) to expand it into a 'video plan', which involves generating the scene descriptions, the entities with their respective layouts, the background for each scene, and consistency groupings of the entities and backgrounds. Next, guided by this output from the video planner, our video generator, Layout2Vid, has explicit control over spatial layouts and can maintain temporal consistency of entities/backgrounds across scenes, while only trained with image-level annotations. Our experiments demonstrate that VideoDirectorGPT framework substantially improves layout and movement control in both single- and multi-scene video generation and can generate multi-scene videos with visual consistency across scenes, while achieving competitive performance with SOTAs in open-domain single-scene T2V generation. We also demonstrate that our framework can dynamically control the strength for layout guidance and can also generate videos with user-provided images. We hope our framework can inspire future work on better integrating the planning ability of LLMs into consistent long video generation.

Towards Diverse Behaviors: A Benchmark for Imitation Learning with Human Demonstrations

Imitation learning with human data has demonstrated remarkable success in teaching robots in a wide range of skills. However, the inherent diversity in human behavior leads to the emergence of multi-modal data distributions, thereby presenting a formidable challenge for existing imitation learning algorithms. Quantifying a model's capacity to capture and replicate this diversity effectively is still an open problem. In this work, we introduce simulation benchmark environments and the corresponding Datasets with Diverse human Demonstrations for Imitation Learning (D3IL), designed explicitly to evaluate a model's ability to learn multi-modal behavior. Our environments are designed to involve multiple sub-tasks that need to be solved, consider manipulation of multiple objects which increases the diversity of the behavior and can only be solved by policies that rely on closed loop sensory feedback. Other available datasets are missing at least one of these challenging properties. To address the challenge of diversity quantification, we introduce tractable metrics that provide valuable insights into a model's ability to acquire and reproduce diverse behaviors. These metrics offer a practical means to assess the robustness and versatility of imitation learning algorithms. Furthermore, we conduct a thorough evaluation of state-of-the-art methods on the proposed task suite. This evaluation serves as a benchmark for assessing their capability to learn diverse behaviors. Our findings shed light on the effectiveness of these methods in tackling the intricate problem of capturing and generalizing multi-modal human behaviors, offering a valuable reference for the design of future imitation learning algorithms.

Fine-tuned CLIP Models are Efficient Video Learners

Large-scale multi-modal training with image-text pairs imparts strong generalization to CLIP model. Since training on a similar scale for videos is infeasible, recent approaches focus on the effective transfer of image-based CLIP to the video domain. In this pursuit, new parametric modules are added to learn temporal information and inter-frame relationships which require meticulous design efforts. Furthermore, when the resulting models are learned on videos, they tend to overfit on the given task distribution and lack in generalization aspect. This begs the following question: How to effectively transfer image-level CLIP representations to videos? In this work, we show that a simple Video Fine-tuned CLIP (ViFi-CLIP) baseline is generally sufficient to bridge the domain gap from images to videos. Our qualitative analysis illustrates that the frame-level processing from CLIP image-encoder followed by feature pooling and similarity matching with corresponding text embeddings helps in implicitly modeling the temporal cues within ViFi-CLIP. Such fine-tuning helps the model to focus on scene dynamics, moving objects and inter-object relationships. For low-data regimes where full fine-tuning is not viable, we propose a `bridge and prompt' approach that first uses fine-tuning to bridge the domain gap and then learns prompts on language and vision side to adapt CLIP representations. We extensively evaluate this simple yet strong baseline on zero-shot, base-to-novel generalization, few-shot and fully supervised settings across five video benchmarks. Our code is available at https://github.com/muzairkhattak/ViFi-CLIP.

NeRF in the Palm of Your Hand: Corrective Augmentation for Robotics via Novel-View Synthesis

Expert demonstrations are a rich source of supervision for training visual robotic manipulation policies, but imitation learning methods often require either a large number of demonstrations or expensive online expert supervision to learn reactive closed-loop behaviors. In this work, we introduce SPARTN (Synthetic Perturbations for Augmenting Robot Trajectories via NeRF): a fully-offline data augmentation scheme for improving robot policies that use eye-in-hand cameras. Our approach leverages neural radiance fields (NeRFs) to synthetically inject corrective noise into visual demonstrations, using NeRFs to generate perturbed viewpoints while simultaneously calculating the corrective actions. This requires no additional expert supervision or environment interaction, and distills the geometric information in NeRFs into a real-time reactive RGB-only policy. In a simulated 6-DoF visual grasping benchmark, SPARTN improves success rates by 2.8times over imitation learning without the corrective augmentations and even outperforms some methods that use online supervision. It additionally closes the gap between RGB-only and RGB-D success rates, eliminating the previous need for depth sensors. In real-world 6-DoF robotic grasping experiments from limited human demonstrations, our method improves absolute success rates by 22.5% on average, including objects that are traditionally challenging for depth-based methods. See video results at https://bland.website/spartn.

Gen-L-Video: Multi-Text to Long Video Generation via Temporal Co-Denoising

Leveraging large-scale image-text datasets and advancements in diffusion models, text-driven generative models have made remarkable strides in the field of image generation and editing. This study explores the potential of extending the text-driven ability to the generation and editing of multi-text conditioned long videos. Current methodologies for video generation and editing, while innovative, are often confined to extremely short videos (typically less than 24 frames) and are limited to a single text condition. These constraints significantly limit their applications given that real-world videos usually consist of multiple segments, each bearing different semantic information. To address this challenge, we introduce a novel paradigm dubbed as Gen-L-Video, capable of extending off-the-shelf short video diffusion models for generating and editing videos comprising hundreds of frames with diverse semantic segments without introducing additional training, all while preserving content consistency. We have implemented three mainstream text-driven video generation and editing methodologies and extended them to accommodate longer videos imbued with a variety of semantic segments with our proposed paradigm. Our experimental outcomes reveal that our approach significantly broadens the generative and editing capabilities of video diffusion models, offering new possibilities for future research and applications. The code is available at https://github.com/G-U-N/Gen-L-Video.

MotionMaster: Training-free Camera Motion Transfer For Video Generation

The emergence of diffusion models has greatly propelled the progress in image and video generation. Recently, some efforts have been made in controllable video generation, including text-to-video generation and video motion control, among which camera motion control is an important topic. However, existing camera motion control methods rely on training a temporal camera module, and necessitate substantial computation resources due to the large amount of parameters in video generation models. Moreover, existing methods pre-define camera motion types during training, which limits their flexibility in camera control. Therefore, to reduce training costs and achieve flexible camera control, we propose COMD, a novel training-free video motion transfer model, which disentangles camera motions and object motions in source videos and transfers the extracted camera motions to new videos. We first propose a one-shot camera motion disentanglement method to extract camera motion from a single source video, which separates the moving objects from the background and estimates the camera motion in the moving objects region based on the motion in the background by solving a Poisson equation. Furthermore, we propose a few-shot camera motion disentanglement method to extract the common camera motion from multiple videos with similar camera motions, which employs a window-based clustering technique to extract the common features in temporal attention maps of multiple videos. Finally, we propose a motion combination method to combine different types of camera motions together, enabling our model a more controllable and flexible camera control. Extensive experiments demonstrate that our training-free approach can effectively decouple camera-object motion and apply the decoupled camera motion to a wide range of controllable video generation tasks, achieving flexible and diverse camera motion control.

4DGen: Grounded 4D Content Generation with Spatial-temporal Consistency

Aided by text-to-image and text-to-video diffusion models, existing 4D content creation pipelines utilize score distillation sampling to optimize the entire dynamic 3D scene. However, as these pipelines generate 4D content from text or image inputs, they incur significant time and effort in prompt engineering through trial and error. This work introduces 4DGen, a novel, holistic framework for grounded 4D content creation that decomposes the 4D generation task into multiple stages. We identify static 3D assets and monocular video sequences as key components in constructing the 4D content. Our pipeline facilitates conditional 4D generation, enabling users to specify geometry (3D assets) and motion (monocular videos), thus offering superior control over content creation. Furthermore, we construct our 4D representation using dynamic 3D Gaussians, which permits efficient, high-resolution supervision through rendering during training, thereby facilitating high-quality 4D generation. Additionally, we employ spatial-temporal pseudo labels on anchor frames, along with seamless consistency priors implemented through 3D-aware score distillation sampling and smoothness regularizations. Compared to existing baselines, our approach yields competitive results in faithfully reconstructing input signals and realistically inferring renderings from novel viewpoints and timesteps. Most importantly, our method supports grounded generation, offering users enhanced control, a feature difficult to achieve with previous methods. Project page: https://vita-group.github.io/4DGen/

SkillMimic: Learning Reusable Basketball Skills from Demonstrations

Mastering basketball skills such as diverse layups and dribbling involves complex interactions with the ball and requires real-time adjustments. Traditional reinforcement learning methods for interaction skills rely on labor-intensive, manually designed rewards that do not generalize well across different skills. Inspired by how humans learn from demonstrations, we propose SkillMimic, a data-driven approach that mimics both human and ball motions to learn a wide variety of basketball skills. SkillMimic employs a unified configuration to learn diverse skills from human-ball motion datasets, with skill diversity and generalization improving as the dataset grows. This approach allows training a single policy to learn multiple skills, enabling smooth skill switching even if these switches are not present in the reference dataset. The skills acquired by SkillMimic can be easily reused by a high-level controller to accomplish complex basketball tasks. To evaluate our approach, we introduce two basketball datasets: one estimated through monocular RGB videos and the other using advanced motion capture equipment, collectively containing about 35 minutes of diverse basketball skills. Experiments show that our method can effectively learn various basketball skills included in the dataset with a unified configuration, including various styles of dribbling, layups, and shooting. Furthermore, by training a high-level controller to reuse the acquired skills, we can achieve complex basketball tasks such as layup scoring, which involves dribbling toward the basket, timing the dribble and layup to score, retrieving the rebound, and repeating the process. The project page and video demonstrations are available at https://ingrid789.github.io/SkillMimic/

RT-Sketch: Goal-Conditioned Imitation Learning from Hand-Drawn Sketches

Natural language and images are commonly used as goal representations in goal-conditioned imitation learning (IL). However, natural language can be ambiguous and images can be over-specified. In this work, we propose hand-drawn sketches as a modality for goal specification in visual imitation learning. Sketches are easy for users to provide on the fly like language, but similar to images they can also help a downstream policy to be spatially-aware and even go beyond images to disambiguate task-relevant from task-irrelevant objects. We present RT-Sketch, a goal-conditioned policy for manipulation that takes a hand-drawn sketch of the desired scene as input, and outputs actions. We train RT-Sketch on a dataset of paired trajectories and corresponding synthetically generated goal sketches. We evaluate this approach on six manipulation skills involving tabletop object rearrangements on an articulated countertop. Experimentally we find that RT-Sketch is able to perform on a similar level to image or language-conditioned agents in straightforward settings, while achieving greater robustness when language goals are ambiguous or visual distractors are present. Additionally, we show that RT-Sketch has the capacity to interpret and act upon sketches with varied levels of specificity, ranging from minimal line drawings to detailed, colored drawings. For supplementary material and videos, please refer to our website: http://rt-sketch.github.io.

Emo-Avatar: Efficient Monocular Video Style Avatar through Texture Rendering

Artistic video portrait generation is a significant and sought-after task in the fields of computer graphics and vision. While various methods have been developed that integrate NeRFs or StyleGANs with instructional editing models for creating and editing drivable portraits, these approaches face several challenges. They often rely heavily on large datasets, require extensive customization processes, and frequently result in reduced image quality. To address the above problems, we propose the Efficient Monotonic Video Style Avatar (Emo-Avatar) through deferred neural rendering that enhances StyleGAN's capacity for producing dynamic, drivable portrait videos. We proposed a two-stage deferred neural rendering pipeline. In the first stage, we utilize few-shot PTI initialization to initialize the StyleGAN generator through several extreme poses sampled from the video to capture the consistent representation of aligned faces from the target portrait. In the second stage, we propose a Laplacian pyramid for high-frequency texture sampling from UV maps deformed by dynamic flow of expression for motion-aware texture prior integration to provide torso features to enhance StyleGAN's ability to generate complete and upper body for portrait video rendering. Emo-Avatar reduces style customization time from hours to merely 5 minutes compared with existing methods. In addition, Emo-Avatar requires only a single reference image for editing and employs region-aware contrastive learning with semantic invariant CLIP guidance, ensuring consistent high-resolution output and identity preservation. Through both quantitative and qualitative assessments, Emo-Avatar demonstrates superior performance over existing methods in terms of training efficiency, rendering quality and editability in self- and cross-reenactment.

ImageBrush: Learning Visual In-Context Instructions for Exemplar-Based Image Manipulation

While language-guided image manipulation has made remarkable progress, the challenge of how to instruct the manipulation process faithfully reflecting human intentions persists. An accurate and comprehensive description of a manipulation task using natural language is laborious and sometimes even impossible, primarily due to the inherent uncertainty and ambiguity present in linguistic expressions. Is it feasible to accomplish image manipulation without resorting to external cross-modal language information? If this possibility exists, the inherent modality gap would be effortlessly eliminated. In this paper, we propose a novel manipulation methodology, dubbed ImageBrush, that learns visual instructions for more accurate image editing. Our key idea is to employ a pair of transformation images as visual instructions, which not only precisely captures human intention but also facilitates accessibility in real-world scenarios. Capturing visual instructions is particularly challenging because it involves extracting the underlying intentions solely from visual demonstrations and then applying this operation to a new image. To address this challenge, we formulate visual instruction learning as a diffusion-based inpainting problem, where the contextual information is fully exploited through an iterative process of generation. A visual prompting encoder is carefully devised to enhance the model's capacity in uncovering human intent behind the visual instructions. Extensive experiments show that our method generates engaging manipulation results conforming to the transformations entailed in demonstrations. Moreover, our model exhibits robust generalization capabilities on various downstream tasks such as pose transfer, image translation and video inpainting.

SEINE: Short-to-Long Video Diffusion Model for Generative Transition and Prediction

Recently video generation has achieved substantial progress with realistic results. Nevertheless, existing AI-generated videos are usually very short clips ("shot-level") depicting a single scene. To deliver a coherent long video ("story-level"), it is desirable to have creative transition and prediction effects across different clips. This paper presents a short-to-long video diffusion model, SEINE, that focuses on generative transition and prediction. The goal is to generate high-quality long videos with smooth and creative transitions between scenes and varying lengths of shot-level videos. Specifically, we propose a random-mask video diffusion model to automatically generate transitions based on textual descriptions. By providing the images of different scenes as inputs, combined with text-based control, our model generates transition videos that ensure coherence and visual quality. Furthermore, the model can be readily extended to various tasks such as image-to-video animation and autoregressive video prediction. To conduct a comprehensive evaluation of this new generative task, we propose three assessing criteria for smooth and creative transition: temporal consistency, semantic similarity, and video-text semantic alignment. Extensive experiments validate the effectiveness of our approach over existing methods for generative transition and prediction, enabling the creation of story-level long videos. Project page: https://vchitect.github.io/SEINE-project/ .

FaceVid-1K: A Large-Scale High-Quality Multiracial Human Face Video Dataset

Generating talking face videos from various conditions has recently become a highly popular research area within generative tasks. However, building a high-quality face video generation model requires a well-performing pre-trained backbone, a key obstacle that universal models fail to adequately address. Most existing works rely on universal video or image generation models and optimize control mechanisms, but they neglect the evident upper bound in video quality due to the limited capabilities of the backbones, which is a result of the lack of high-quality human face video datasets. In this work, we investigate the unsatisfactory results from related studies, gather and trim existing public talking face video datasets, and additionally collect and annotate a large-scale dataset, resulting in a comprehensive, high-quality multiracial face collection named FaceVid-1K. Using this dataset, we craft several effective pre-trained backbone models for face video generation. Specifically, we conduct experiments with several well-established video generation models, including text-to-video, image-to-video, and unconditional video generation, under various settings. We obtain the corresponding performance benchmarks and compared them with those trained on public datasets to demonstrate the superiority of our dataset. These experiments also allow us to investigate empirical strategies for crafting domain-specific video generation tasks with cost-effective settings. We will make our curated dataset, along with the pre-trained talking face video generation models, publicly available as a resource contribution to hopefully advance the research field.

MIVE: New Design and Benchmark for Multi-Instance Video Editing

Recent AI-based video editing has enabled users to edit videos through simple text prompts, significantly simplifying the editing process. However, recent zero-shot video editing techniques primarily focus on global or single-object edits, which can lead to unintended changes in other parts of the video. When multiple objects require localized edits, existing methods face challenges, such as unfaithful editing, editing leakage, and lack of suitable evaluation datasets and metrics. To overcome these limitations, we propose a zero-shot Multi-Instance Video Editing framework, called MIVE. MIVE is a general-purpose mask-based framework, not dedicated to specific objects (e.g., people). MIVE introduces two key modules: (i) Disentangled Multi-instance Sampling (DMS) to prevent editing leakage and (ii) Instance-centric Probability Redistribution (IPR) to ensure precise localization and faithful editing. Additionally, we present our new MIVE Dataset featuring diverse video scenarios and introduce the Cross-Instance Accuracy (CIA) Score to evaluate editing leakage in multi-instance video editing tasks. Our extensive qualitative, quantitative, and user study evaluations demonstrate that MIVE significantly outperforms recent state-of-the-art methods in terms of editing faithfulness, accuracy, and leakage prevention, setting a new benchmark for multi-instance video editing. The project page is available at https://kaist-viclab.github.io/mive-site/

TC-Bench: Benchmarking Temporal Compositionality in Text-to-Video and Image-to-Video Generation

Video generation has many unique challenges beyond those of image generation. The temporal dimension introduces extensive possible variations across frames, over which consistency and continuity may be violated. In this study, we move beyond evaluating simple actions and argue that generated videos should incorporate the emergence of new concepts and their relation transitions like in real-world videos as time progresses. To assess the Temporal Compositionality of video generation models, we propose TC-Bench, a benchmark of meticulously crafted text prompts, corresponding ground truth videos, and robust evaluation metrics. The prompts articulate the initial and final states of scenes, effectively reducing ambiguities for frame development and simplifying the assessment of transition completion. In addition, by collecting aligned real-world videos corresponding to the prompts, we expand TC-Bench's applicability from text-conditional models to image-conditional ones that can perform generative frame interpolation. We also develop new metrics to measure the completeness of component transitions in generated videos, which demonstrate significantly higher correlations with human judgments than existing metrics. Our comprehensive experimental results reveal that most video generators achieve less than 20% of the compositional changes, highlighting enormous space for future improvement. Our analysis indicates that current video generation models struggle to interpret descriptions of compositional changes and synthesize various components across different time steps.

SmartControl: Enhancing ControlNet for Handling Rough Visual Conditions

Human visual imagination usually begins with analogies or rough sketches. For example, given an image with a girl playing guitar before a building, one may analogously imagine how it seems like if Iron Man playing guitar before Pyramid in Egypt. Nonetheless, visual condition may not be precisely aligned with the imaginary result indicated by text prompt, and existing layout-controllable text-to-image (T2I) generation models is prone to producing degraded generated results with obvious artifacts. To address this issue, we present a novel T2I generation method dubbed SmartControl, which is designed to modify the rough visual conditions for adapting to text prompt. The key idea of our SmartControl is to relax the visual condition on the areas that are conflicted with text prompts. In specific, a Control Scale Predictor (CSP) is designed to identify the conflict regions and predict the local control scales, while a dataset with text prompts and rough visual conditions is constructed for training CSP. It is worth noting that, even with a limited number (e.g., 1,000~2,000) of training samples, our SmartControl can generalize well to unseen objects. Extensive experiments on four typical visual condition types clearly show the efficacy of our SmartControl against state-of-the-arts. Source code, pre-trained models, and datasets are available at https://github.com/liuxiaoyu1104/SmartControl.

L-MAGIC: Language Model Assisted Generation of Images with Coherence

In the current era of generative AI breakthroughs, generating panoramic scenes from a single input image remains a key challenge. Most existing methods use diffusion-based iterative or simultaneous multi-view inpainting. However, the lack of global scene layout priors leads to subpar outputs with duplicated objects (e.g., multiple beds in a bedroom) or requires time-consuming human text inputs for each view. We propose L-MAGIC, a novel method leveraging large language models for guidance while diffusing multiple coherent views of 360 degree panoramic scenes. L-MAGIC harnesses pre-trained diffusion and language models without fine-tuning, ensuring zero-shot performance. The output quality is further enhanced by super-resolution and multi-view fusion techniques. Extensive experiments demonstrate that the resulting panoramic scenes feature better scene layouts and perspective view rendering quality compared to related works, with >70% preference in human evaluations. Combined with conditional diffusion models, L-MAGIC can accept various input modalities, including but not limited to text, depth maps, sketches, and colored scripts. Applying depth estimation further enables 3D point cloud generation and dynamic scene exploration with fluid camera motion. Code is available at https://github.com/IntelLabs/MMPano. The video presentation is available at https://youtu.be/XDMNEzH4-Ec?list=PLG9Zyvu7iBa0-a7ccNLO8LjcVRAoMn57s.

MMG-Ego4D: Multi-Modal Generalization in Egocentric Action Recognition

In this paper, we study a novel problem in egocentric action recognition, which we term as "Multimodal Generalization" (MMG). MMG aims to study how systems can generalize when data from certain modalities is limited or even completely missing. We thoroughly investigate MMG in the context of standard supervised action recognition and the more challenging few-shot setting for learning new action categories. MMG consists of two novel scenarios, designed to support security, and efficiency considerations in real-world applications: (1) missing modality generalization where some modalities that were present during the train time are missing during the inference time, and (2) cross-modal zero-shot generalization, where the modalities present during the inference time and the training time are disjoint. To enable this investigation, we construct a new dataset MMG-Ego4D containing data points with video, audio, and inertial motion sensor (IMU) modalities. Our dataset is derived from Ego4D dataset, but processed and thoroughly re-annotated by human experts to facilitate research in the MMG problem. We evaluate a diverse array of models on MMG-Ego4D and propose new methods with improved generalization ability. In particular, we introduce a new fusion module with modality dropout training, contrastive-based alignment training, and a novel cross-modal prototypical loss for better few-shot performance. We hope this study will serve as a benchmark and guide future research in multimodal generalization problems. The benchmark and code will be available at https://github.com/facebookresearch/MMG_Ego4D.

Generative Inbetweening through Frame-wise Conditions-Driven Video Generation

Generative inbetweening aims to generate intermediate frame sequences by utilizing two key frames as input. Although remarkable progress has been made in video generation models, generative inbetweening still faces challenges in maintaining temporal stability due to the ambiguous interpolation path between two key frames. This issue becomes particularly severe when there is a large motion gap between input frames. In this paper, we propose a straightforward yet highly effective Frame-wise Conditions-driven Video Generation (FCVG) method that significantly enhances the temporal stability of interpolated video frames. Specifically, our FCVG provides an explicit condition for each frame, making it much easier to identify the interpolation path between two input frames and thus ensuring temporally stable production of visually plausible video frames. To achieve this, we suggest extracting matched lines from two input frames that can then be easily interpolated frame by frame, serving as frame-wise conditions seamlessly integrated into existing video generation models. In extensive evaluations covering diverse scenarios such as natural landscapes, complex human poses, camera movements and animations, existing methods often exhibit incoherent transitions across frames. In contrast, our FCVG demonstrates the capability to generate temporally stable videos using both linear and non-linear interpolation curves. Our project page and code are available at https://fcvg-inbetween.github.io/.

Follow-Your-Click: Open-domain Regional Image Animation via Short Prompts

Despite recent advances in image-to-video generation, better controllability and local animation are less explored. Most existing image-to-video methods are not locally aware and tend to move the entire scene. However, human artists may need to control the movement of different objects or regions. Additionally, current I2V methods require users not only to describe the target motion but also to provide redundant detailed descriptions of frame contents. These two issues hinder the practical utilization of current I2V tools. In this paper, we propose a practical framework, named Follow-Your-Click, to achieve image animation with a simple user click (for specifying what to move) and a short motion prompt (for specifying how to move). Technically, we propose the first-frame masking strategy, which significantly improves the video generation quality, and a motion-augmented module equipped with a short motion prompt dataset to improve the short prompt following abilities of our model. To further control the motion speed, we propose flow-based motion magnitude control to control the speed of target movement more precisely. Our framework has simpler yet precise user control and better generation performance than previous methods. Extensive experiments compared with 7 baselines, including both commercial tools and research methods on 8 metrics, suggest the superiority of our approach. Project Page: https://follow-your-click.github.io/

Few-shot Image Generation via Adaptation-Aware Kernel Modulation

Few-shot image generation (FSIG) aims to learn to generate new and diverse samples given an extremely limited number of samples from a domain, e.g., 10 training samples. Recent work has addressed the problem using transfer learning approach, leveraging a GAN pretrained on a large-scale source domain dataset and adapting that model to the target domain based on very limited target domain samples. Central to recent FSIG methods are knowledge preserving criteria, which aim to select a subset of source model's knowledge to be preserved into the adapted model. However, a major limitation of existing methods is that their knowledge preserving criteria consider only source domain/source task, and they fail to consider target domain/adaptation task in selecting source model's knowledge, casting doubt on their suitability for setups of different proximity between source and target domain. Our work makes two contributions. As our first contribution, we re-visit recent FSIG works and their experiments. Our important finding is that, under setups which assumption of close proximity between source and target domains is relaxed, existing state-of-the-art (SOTA) methods which consider only source domain/source task in knowledge preserving perform no better than a baseline fine-tuning method. To address the limitation of existing methods, as our second contribution, we propose Adaptation-Aware kernel Modulation (AdAM) to address general FSIG of different source-target domain proximity. Extensive experimental results show that the proposed method consistently achieves SOTA performance across source/target domains of different proximity, including challenging setups when source and target domains are more apart. Project Page: https://yunqing-me.github.io/AdAM/

VideoMV: Consistent Multi-View Generation Based on Large Video Generative Model

Generating multi-view images based on text or single-image prompts is a critical capability for the creation of 3D content. Two fundamental questions on this topic are what data we use for training and how to ensure multi-view consistency. This paper introduces a novel framework that makes fundamental contributions to both questions. Unlike leveraging images from 2D diffusion models for training, we propose a dense consistent multi-view generation model that is fine-tuned from off-the-shelf video generative models. Images from video generative models are more suitable for multi-view generation because the underlying network architecture that generates them employs a temporal module to enforce frame consistency. Moreover, the video data sets used to train these models are abundant and diverse, leading to a reduced train-finetuning domain gap. To enhance multi-view consistency, we introduce a 3D-Aware Denoising Sampling, which first employs a feed-forward reconstruction module to get an explicit global 3D model, and then adopts a sampling strategy that effectively involves images rendered from the global 3D model into the denoising sampling loop to improve the multi-view consistency of the final images. As a by-product, this module also provides a fast way to create 3D assets represented by 3D Gaussians within a few seconds. Our approach can generate 24 dense views and converges much faster in training than state-of-the-art approaches (4 GPU hours versus many thousand GPU hours) with comparable visual quality and consistency. By further fine-tuning, our approach outperforms existing state-of-the-art methods in both quantitative metrics and visual effects. Our project page is aigc3d.github.io/VideoMV.

Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning

Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.

LoMOE: Localized Multi-Object Editing via Multi-Diffusion

Recent developments in the field of diffusion models have demonstrated an exceptional capacity to generate high-quality prompt-conditioned image edits. Nevertheless, previous approaches have primarily relied on textual prompts for image editing, which tend to be less effective when making precise edits to specific objects or fine-grained regions within a scene containing single/multiple objects. We introduce a novel framework for zero-shot localized multi-object editing through a multi-diffusion process to overcome this challenge. This framework empowers users to perform various operations on objects within an image, such as adding, replacing, or editing many objects in a complex scene in one pass. Our approach leverages foreground masks and corresponding simple text prompts that exert localized influences on the target regions resulting in high-fidelity image editing. A combination of cross-attention and background preservation losses within the latent space ensures that the characteristics of the object being edited are preserved while simultaneously achieving a high-quality, seamless reconstruction of the background with fewer artifacts compared to the current methods. We also curate and release a dataset dedicated to multi-object editing, named LoMOE-Bench. Our experiments against existing state-of-the-art methods demonstrate the improved effectiveness of our approach in terms of both image editing quality and inference speed.

Aligning Modalities in Vision Large Language Models via Preference Fine-tuning

Instruction-following Vision Large Language Models (VLLMs) have achieved significant progress recently on a variety of tasks. These approaches merge strong pre-trained vision models and large language models (LLMs). Since these components are trained separately, the learned representations need to be aligned with joint training on additional image-language pairs. This procedure is not perfect and can cause the model to hallucinate - provide answers that do not accurately reflect the image, even when the core LLM is highly factual and the vision backbone has sufficiently complete representations. In this work, we frame the hallucination problem as an alignment issue, tackle it with preference tuning. Specifically, we propose POVID to generate feedback data with AI models. We use ground-truth instructions as the preferred response and a two-stage approach to generate dispreferred data. First, we prompt GPT-4V to inject plausible hallucinations into the correct answer. Second, we distort the image to trigger the inherent hallucination behavior of the VLLM. This is an automated approach, which does not rely on human data generation or require a perfect expert, which makes it easily scalable. Finally, both of these generation strategies are integrated into an RLHF pipeline via Direct Preference Optimization. In experiments across broad benchmarks, we show that we can not only reduce hallucinations, but improve model performance across standard benchmarks, outperforming prior approaches. Our data and code are available at https://github.com/YiyangZhou/POVID.

Efficient-vDiT: Efficient Video Diffusion Transformers With Attention Tile

Despite the promise of synthesizing high-fidelity videos, Diffusion Transformers (DiTs) with 3D full attention suffer from expensive inference due to the complexity of attention computation and numerous sampling steps. For example, the popular Open-Sora-Plan model consumes more than 9 minutes for generating a single video of 29 frames. This paper addresses the inefficiency issue from two aspects: 1) Prune the 3D full attention based on the redundancy within video data; We identify a prevalent tile-style repetitive pattern in the 3D attention maps for video data, and advocate a new family of sparse 3D attention that holds a linear complexity w.r.t. the number of video frames. 2) Shorten the sampling process by adopting existing multi-step consistency distillation; We split the entire sampling trajectory into several segments and perform consistency distillation within each one to activate few-step generation capacities. We further devise a three-stage training pipeline to conjoin the low-complexity attention and few-step generation capacities. Notably, with 0.1% pretraining data, we turn the Open-Sora-Plan-1.2 model into an efficient one that is 7.4x -7.8x faster for 29 and 93 frames 720p video generation with a marginal performance trade-off in VBench. In addition, we demonstrate that our approach is amenable to distributed inference, achieving an additional 3.91x speedup when running on 4 GPUs with sequence parallelism.

Reuse and Diffuse: Iterative Denoising for Text-to-Video Generation

Inspired by the remarkable success of Latent Diffusion Models (LDMs) for image synthesis, we study LDM for text-to-video generation, which is a formidable challenge due to the computational and memory constraints during both model training and inference. A single LDM is usually only capable of generating a very limited number of video frames. Some existing works focus on separate prediction models for generating more video frames, which suffer from additional training cost and frame-level jittering, however. In this paper, we propose a framework called "Reuse and Diffuse" dubbed VidRD to produce more frames following the frames already generated by an LDM. Conditioned on an initial video clip with a small number of frames, additional frames are iteratively generated by reusing the original latent features and following the previous diffusion process. Besides, for the autoencoder used for translation between pixel space and latent space, we inject temporal layers into its decoder and fine-tune these layers for higher temporal consistency. We also propose a set of strategies for composing video-text data that involve diverse content from multiple existing datasets including video datasets for action recognition and image-text datasets. Extensive experiments show that our method achieves good results in both quantitative and qualitative evaluations. Our project page is available https://anonymous0x233.github.io/ReuseAndDiffuse/{here}.

VideoAgent: Self-Improving Video Generation

Video generation has been used to generate visual plans for controlling robotic systems. Given an image observation and a language instruction, previous work has generated video plans which are then converted to robot controls to be executed. However, a major bottleneck in leveraging video generation for control lies in the quality of the generated videos, which often suffer from hallucinatory content and unrealistic physics, resulting in low task success when control actions are extracted from the generated videos. While scaling up dataset and model size provides a partial solution, integrating external feedback is both natural and essential for grounding video generation in the real world. With this observation, we propose VideoAgent for self-improving generated video plans based on external feedback. Instead of directly executing the generated video plan, VideoAgent first refines the generated video plans using a novel procedure which we call self-conditioning consistency, allowing inference-time compute to be turned into better generated video plans. As the refined video plan is being executed, VideoAgent can collect additional data from the environment to further improve video plan generation. Experiments in simulated robotic manipulation from MetaWorld and iTHOR show that VideoAgent drastically reduces hallucination, thereby boosting success rate of downstream manipulation tasks. We further illustrate that VideoAgent can effectively refine real-robot videos, providing an early indicator that robots can be an effective tool in grounding video generation in the physical world. Video demos and code can be found at https://video-as-agent.github.io.