Humans possess the cognitive ability to comprehend scenes in a compositional manner. To empower AI systems with similar abilities, object-centric representation learning aims to acquire representations of individual objects from visual scenes without any supervision. Although recent advancements in object-centric representation learning have achieved remarkable progress on complex synthesis datasets, there is a huge challenge for application in complex real-world scenes. One of the essential reasons is the scarcity of real-world datasets specifically tailored to object-centric representation learning methods. To solve this problem, we propose a versatile real-world dataset of tabletop scenes for object-centric learning called OCTScenes, which is meticulously designed to serve as a benchmark for comparing, evaluating and analyzing object-centric representation learning methods. OCTScenes contains 5000 tabletop scenes with a total of 15 everyday objects. Each scene is captured in 60 frames covering a 360-degree perspective. Consequently, OCTScenes is a versatile benchmark dataset that can simultaneously satisfy the evaluation of object-centric representation learning methods across static scenes, dynamic scenes, and multi-view scenes tasks. Extensive experiments of object-centric representation learning methods for static, dynamic and multi-view scenes are conducted on OCTScenes. The results demonstrate the shortcomings of state-of-the-art methods for learning meaningful representations from real-world data, despite their impressive performance on complex synthesis datasets. Furthermore, OCTScenes can serves as a catalyst for advancing existing state-of-the-art methods, inspiring them to adapt to real-world scenes. Dataset and code are available at https://huggingface.co/datasets/Yinxuan/OCTScenes.
Pre-training & fine-tuning is a prevalent paradigm in computer vision (CV). Recently, parameter-efficient transfer learning (PETL) methods have shown promising performance in transferring knowledge from pre-trained models with only a few trainable parameters. Despite their success, the existing PETL methods in CV can be computationally expensive and require large amounts of memory and time cost during training, which limits low-resource users from conducting research and applications on large models. In this work, we propose Parameter, Memory, and Time Efficient Visual Adapter ($\mathrm{E^3VA}$) tuning to address this issue. We provide a gradient backpropagation highway for low-rank adapters which removes large gradient computations for the frozen pre-trained parameters, resulting in substantial savings of training memory and training time. Furthermore, we optimise the $\mathrm{E^3VA}$ structure for dense predictions tasks to promote model performance. Extensive experiments on COCO, ADE20K, and Pascal VOC benchmarks show that $\mathrm{E^3VA}$ can save up to 62.2% training memory and 26.2% training time on average, while achieving comparable performance to full fine-tuning and better performance than most PETL methods. Note that we can even train the Swin-Large-based Cascade Mask RCNN on GTX 1080Ti GPUs with less than 1.5% trainable parameters.
Diffusion models (DMs) have recently gained attention with state-of-the-art performance in text-to-image synthesis. Abiding by the tradition in deep learning, DMs are trained and evaluated on the images with fixed sizes. However, users are demanding for various images with specific sizes and various aspect ratio. This paper focuses on adapting text-to-image diffusion models to handle such variety while maintaining visual fidelity. First we observe that, during the synthesis, lower resolution images suffer from incomplete object portrayal, while higher resolution images exhibit repetitive presentation. Next, we establish a statistical relationship indicating that attention entropy changes with token quantity, suggesting that models aggregate spatial information in proportion to image resolution. The subsequent interpretation on our observations is that objects are incompletely depicted due to limited spatial information for low resolutions, while repetitive presentation arises from redundant spatial information for high resolutions. From this perspective, we propose a scaling factor to alleviate the change of attention entropy and mitigate the defective pattern observed. Extensive experimental results validate the efficacy of the proposed scaling factor, which enables the model to achieve better visual effects, image quality, and text alignment. Notably, these improvements are achieved without additional training or fine-tuning techniques.
Recent deep neural networks (DNNs) have come to rely on vast amounts of training data, providing an opportunity for malicious attackers to exploit and contaminate the data to carry out backdoor attacks. These attacks significantly undermine the reliability of DNNs. However, existing backdoor attack methods make unrealistic assumptions, assuming that all training data comes from a single source and that attackers have full access to the training data. In this paper, we address this limitation by introducing a more realistic attack scenario where victims collect data from multiple sources, and attackers cannot access the complete training data. We refer to this scenario as data-constrained backdoor attacks. In such cases, previous attack methods suffer from severe efficiency degradation due to the entanglement between benign and poisoning features during the backdoor injection process. To tackle this problem, we propose a novel approach that leverages the pre-trained Contrastive Language-Image Pre-Training (CLIP) model. We introduce three CLIP-based technologies from two distinct streams: Clean Feature Suppression, which aims to suppress the influence of clean features to enhance the prominence of poisoning features, and Poisoning Feature Augmentation, which focuses on augmenting the presence and impact of poisoning features to effectively manipulate the model's behavior. To evaluate the effectiveness, harmlessness to benign accuracy, and stealthiness of our method, we conduct extensive experiments on 3 target models, 3 datasets, and over 15 different settings. The results demonstrate remarkable improvements, with some settings achieving over 100% improvement compared to existing attacks in data-constrained scenarios. Our research contributes to addressing the limitations of existing methods and provides a practical and effective solution for data-constrained backdoor attacks.
Poisoning efficiency is a crucial factor in poisoning-based backdoor attacks. Attackers prefer to use as few poisoned samples as possible to achieve the same level of attack strength, in order to remain undetected. Efficient triggers have significantly improved poisoning efficiency, but there is still room for improvement. Recently, selecting efficient samples has shown promise, but it requires a proxy backdoor injection task to find an efficient poisoned sample set, which can lead to performance degradation if the proxy attack settings are different from the actual settings used by the victims. In this paper, we propose a novel Proxy-Free Strategy (PFS) that selects efficient poisoned samples based on individual similarity and set diversity, effectively addressing this issue. We evaluate the proposed strategy on several datasets, triggers, poisoning ratios, architectures, and training hyperparameters. Our experimental results demonstrate that PFS achieves higher backdoor attack strength while x500 faster than previous proxy-based selection approaches.
The captivating realm of Minecraft has attracted substantial research interest in recent years, serving as a rich platform for developing intelligent agents capable of functioning in open-world environments. However, the current research landscape predominantly focuses on specific objectives, such as the popular "ObtainDiamond" task, and has not yet shown effective generalization to a broader spectrum of tasks. Furthermore, the current leading success rate for the "ObtainDiamond" task stands at around 20%, highlighting the limitations of Reinforcement Learning (RL) based controllers used in existing methods. To tackle these challenges, we introduce Ghost in the Minecraft (GITM), a novel framework integrates Large Language Models (LLMs) with text-based knowledge and memory, aiming to create Generally Capable Agents (GCAs) in Minecraft. These agents, equipped with the logic and common sense capabilities of LLMs, can skillfully navigate complex, sparse-reward environments with text-based interactions. We develop a set of structured actions and leverage LLMs to generate action plans for the agents to execute. The resulting LLM-based agent markedly surpasses previous methods, achieving a remarkable improvement of +47.5% in success rate on the "ObtainDiamond" task, demonstrating superior robustness compared to traditional RL-based controllers. Notably, our agent is the first to procure all items in the Minecraft Overworld technology tree, demonstrating its extensive capabilities. GITM does not need any GPU for training, but a single CPU node with 32 CPU cores is enough. This research shows the potential of LLMs in developing capable agents for handling long-horizon, complex tasks and adapting to uncertainties in open-world environments. See the project website at https://github.com/OpenGVLab/GITM.
In the paper, we investigate the coordination process of sensing and computation offloading in a reconfigurable intelligent surface (RIS)-aided base station (BS)-centric symbiotic radio (SR) systems. Specifically, the Internet-of-Things (IoT) devices first sense data from environment and then tackle the data locally or offload the data to BS for remote computing, while RISs are leveraged to enhance the quality of blocked channels and also act as IoT devices to transmit its sensed data. To explore the mechanism of cooperative sensing and computation offloading in this system, we aim at maximizing the total completed sensed bits of all users and RISs by jointly optimizing the time allocation parameter, the passive beamforming at each RIS, the transmit beamforming at BS, and the energy partition parameters for all users subject to the size of sensed data, energy supply and given time cycle. The formulated nonconvex problem is tightly coupled by the time allocation parameter and involves the mathematical expectations, which cannot be solved straightly. We use Monte Carlo and fractional programming methods to transform the nonconvex objective function and then propose an alternating optimization-based algorithm to find an approximate solution with guaranteed convergence. Numerical results show that the RIS-aided SR system outperforms other benchmarks in sensing. Furthermore, with the aid of RIS, the channel and system performance can be significantly improved.
The emergence of text-driven motion synthesis technique provides animators with great potential to create efficiently. However, in most cases, textual expressions only contain general and qualitative motion descriptions, while lack fine depiction and sufficient intensity, leading to the synthesized motions that either (a) semantically compliant but uncontrollable over specific pose details, or (b) even deviates from the provided descriptions, bringing animators with undesired cases. In this paper, we propose DiffKFC, a conditional diffusion model for text-driven motion synthesis with keyframes collaborated. Different from plain text-driven designs, full interaction among texts, keyframes and the rest diffused frames are conducted at training, enabling realistic generation under efficient, collaborative dual-level control: coarse guidance at semantic level, with only few keyframes for direct and fine-grained depiction down to body posture level, to satisfy animator requirements without tedious labor. Specifically, we customize efficient Dilated Mask Attention modules, where only partial valid tokens participate in local-to-global attention, indicated by the dilated keyframe mask. For user flexibility, DiffKFC supports adjustment on importance of fine-grained keyframe control. Experimental results show that our model achieves state-of-the-art performance on text-to-motion datasets HumanML3D and KIT.
The medical conversational question answering (CQA) system aims at providing a series of professional medical services to improve the efficiency of medical care. Despite the success of large language models (LLMs) in complex reasoning tasks in various fields, such as mathematics, logic, and commonsense QA, they still need to improve with the increased complexity and specialization of the medical field. This is because medical CQA tasks require not only strong medical reasoning, but also the ability to think broadly and deeply. In this paper, to address these challenges in medical CQA tasks that need to be considered and understood in many aspects, we propose the Holistically Thought (HoT) method, which is designed to guide the LLMs to perform the diffused and focused thinking for generating high-quality medical responses. The proposed HoT method has been evaluated through automated and manual assessments in three different medical CQA datasets containing the English and Chinese languages. The extensive experimental results show that our method can produce more correctness, professional, and considerate answers than several state-of-the-art (SOTA) methods, manifesting its effectiveness. Our code in https://github.com/WENGSYX/HoT.