Motivated by the success of Transformers when applied to sequences of discrete symbols, token-based world models (TBWMs) were recently proposed as sample-efficient methods. In TBWMs, the world model consumes agent experience as a language-like sequence of tokens, where each observation constitutes a sub-sequence. However, during imagination, the sequential token-by-token generation of next observations results in a severe bottleneck, leading to long training times, poor GPU utilization, and limited representations. To resolve this bottleneck, we devise a novel Parallel Observation Prediction (POP) mechanism. POP augments a Retentive Network (RetNet) with a novel forward mode tailored to our reinforcement learning setting. We incorporate POP in a novel TBWM agent named REM (Retentive Environment Model), showcasing a 15.4x faster imagination compared to prior TBWMs. REM attains superhuman performance on 12 out of 26 games of the Atari 100K benchmark, while training in less than 12 hours. Our code is available at \url{https://github.com/leor-c/REM}.
This work presents Depth Anything, a highly practical solution for robust monocular depth estimation. Without pursuing novel technical modules, we aim to build a simple yet powerful foundation model dealing with any images under any circumstances. To this end, we scale up the dataset by designing a data engine to collect and automatically annotate large-scale unlabeled data (~62M), which significantly enlarges the data coverage and thus is able to reduce the generalization error. We investigate two simple yet effective strategies that make data scaling-up promising. First, a more challenging optimization target is created by leveraging data augmentation tools. It compels the model to actively seek extra visual knowledge and acquire robust representations. Second, an auxiliary supervision is developed to enforce the model to inherit rich semantic priors from pre-trained encoders. We evaluate its zero-shot capabilities extensively, including six public datasets and randomly captured photos. It demonstrates impressive generalization ability. Further, through fine-tuning it with metric depth information from NYUv2 and KITTI, new SOTAs are set. Our better depth model also results in a better depth-conditioned ControlNet. Our models are released at https://github.com/LiheYoung/Depth-Anything.
The issue of generative pretraining for vision models has persisted as a long-standing conundrum. At present, the text-to-image (T2I) diffusion model demonstrates remarkable proficiency in generating high-definition images matching textual inputs, a feat made possible through its pre-training on large-scale image-text pairs. This leads to a natural inquiry: can diffusion models be utilized to tackle visual perception tasks? In this paper, we propose a simple yet effective scheme to harness a diffusion model for visual perception tasks. Our key insight is to introduce learnable embeddings (meta prompts) to the pre-trained diffusion models to extract proper features for perception. The effect of meta prompts are two-fold. First, as a direct replacement of the text embeddings in the T2I models, it can activate task-relevant features during feature extraction. Second, it will be used to re-arrange the extracted features to ensures that the model focuses on the most pertinent features for the task on hand. Additionally, we design a recurrent refinement training strategy that fully leverages the property of diffusion models, thereby yielding stronger visual features. Extensive experiments across various benchmarks validate the effectiveness of our approach. Our approach achieves new performance records in depth estimation tasks on NYU depth V2 and KITTI, and in semantic segmentation task on CityScapes. Concurrently, the proposed method attains results comparable to the current state-of-the-art in semantic segmentation on ADE20K and pose estimation on COCO datasets, further exemplifying its robustness and versatility.
Semantic segmentation has witnessed tremendous progress due to the proposal of various advanced network architectures. However, they are extremely hungry for delicate annotations to train, and the acquisition is laborious and unaffordable. Therefore, we present FreeMask in this work, which resorts to synthetic images from generative models to ease the burden of both data collection and annotation procedures. Concretely, we first synthesize abundant training images conditioned on the semantic masks provided by realistic datasets. This yields extra well-aligned image-mask training pairs for semantic segmentation models. We surprisingly observe that, solely trained with synthetic images, we already achieve comparable performance with real ones (e.g., 48.3 vs. 48.5 mIoU on ADE20K, and 49.3 vs. 50.5 on COCO-Stuff). Then, we investigate the role of synthetic images by joint training with real images, or pre-training for real images. Meantime, we design a robust filtering principle to suppress incorrectly synthesized regions. In addition, we propose to inequally treat different semantic masks to prioritize those harder ones and sample more corresponding synthetic images for them. As a result, either jointly trained or pre-trained with our filtered and re-sampled synthesized images, segmentation models can be greatly enhanced, e.g., from 48.7 to 52.0 on ADE20K. Code is available at https://github.com/LiheYoung/FreeMask.
The divergence of the Q-value estimation has been a prominent issue in offline RL, where the agent has no access to real dynamics. Traditional beliefs attribute this instability to querying out-of-distribution actions when bootstrapping value targets. Though this issue can be alleviated with policy constraints or conservative Q estimation, a theoretical understanding of the underlying mechanism causing the divergence has been absent. In this work, we aim to thoroughly comprehend this mechanism and attain an improved solution. We first identify a fundamental pattern, self-excitation, as the primary cause of Q-value estimation divergence in offline RL. Then, we propose a novel Self-Excite Eigenvalue Measure (SEEM) metric based on Neural Tangent Kernel (NTK) to measure the evolving property of Q-network at training, which provides an intriguing explanation of the emergence of divergence. For the first time, our theory can reliably decide whether the training will diverge at an early stage, and even predict the order of the growth for the estimated Q-value, the model's norm, and the crashing step when an SGD optimizer is used. The experiments demonstrate perfect alignment with this theoretic analysis. Building on our insights, we propose to resolve divergence from a novel perspective, namely improving the model's architecture for better extrapolating behavior. Through extensive empirical studies, we identify LayerNorm as a good solution to effectively avoid divergence without introducing detrimental bias, leading to superior performance. Experimental results prove that it can still work in some most challenging settings, i.e. using only 1 transitions of the dataset, where all previous methods fail. Moreover, it can be easily plugged into modern offline RL methods and achieve SOTA results on many challenging tasks. We also give unique insights into its effectiveness.
LLMs have demonstrated remarkable abilities at interacting with humans through language, especially with the usage of instruction-following data. Recent advancements in LLMs, such as MiniGPT-4, LLaVA, and X-LLM, further enlarge their abilities by incorporating multi-modal inputs, including image, video, and speech. Despite their effectiveness at generating precise and detailed language understanding of the given modality signal, these LLMs give up the ability to ground specific parts of inputs, thus only constructing a coarse-grained mapping. However, explicit and informative correspondence between text and other modalities will not only improve the user experience but also help to expand the application scenario of multi-modal LLMs. Therefore, we propose BuboGPT, a multi-modal LLM with visual grounding that can perform cross-modal interaction between vision, audio and language, providing fine-grained understanding of visual objects and other given modalities. As a result, BuboGPT is able to point out the specific location of an object in the image, when it is generating response or description for that object. Our contributions are two-fold: 1) An off-the-shelf visual grounding module based on SAM that extracts entities in a sentence and find corresponding masks in the image. 2) A two-stage training scheme and instruction dataset to endow joint text-image-audio understanding. Our experiments show that BuboGPT achieves impressive multi-modality understanding and visual grounding abilities during the interaction with human. It performs consistently well when provided by arbitrary modality combinations (either aligned or unaligned). Our code, model and dataset are available at https://bubo-gpt.github.io .
Offline reinforcement learning (RL) is challenged by the distributional shift problem. To address this problem, existing works mainly focus on designing sophisticated policy constraints between the learned policy and the behavior policy. However, these constraints are applied equally to well-performing and inferior actions through uniform sampling, which might negatively affect the learned policy. To alleviate this issue, we propose Offline Prioritized Experience Replay (OPER), featuring a class of priority functions designed to prioritize highly-rewarding transitions, making them more frequently visited during training. Through theoretical analysis, we show that this class of priority functions induce an improved behavior policy, and when constrained to this improved policy, a policy-constrained offline RL algorithm is likely to yield a better solution. We develop two practical strategies to obtain priority weights by estimating advantages based on a fitted value network (OPER-A) or utilizing trajectory returns (OPER-R) for quick computation. OPER is a plug-and-play component for offline RL algorithms. As case studies, we evaluate OPER on five different algorithms, including BC, TD3+BC, Onestep RL, CQL, and IQL. Extensive experiments demonstrate that both OPER-A and OPER-R significantly improve the performance for all baseline methods. Codes and priority weights are availiable at https://github.com/sail-sg/OPER.
Recently, Offline Reinforcement Learning (RL) has achieved remarkable progress with the emergence of various algorithms and datasets. However, these methods usually focus on algorithmic advancements, ignoring that many low-level implementation choices considerably influence or even drive the final performance. As a result, it becomes hard to attribute the progress in Offline RL as these choices are not sufficiently discussed and aligned in the literature. In addition, papers focusing on a dataset (e.g., D4RL) often ignore algorithms proposed on another dataset (e.g., RL Unplugged), causing isolation among the algorithms, which might slow down the overall progress. Therefore, this work aims to bridge the gaps caused by low-level choices and datasets. To this end, we empirically investigate 20 implementation choices using three representative algorithms (i.e., CQL, CRR, and IQL) and present a guidebook for choosing implementations. Following the guidebook, we find two variants CRR+ and CQL+ , achieving new state-of-the-art on D4RL. Moreover, we benchmark eight popular offline RL algorithms across datasets under unified training and evaluation framework. The findings are inspiring: the success of a learning paradigm severely depends on the data distribution, and some previous conclusions are biased by the dataset used. Our code is available at https://github.com/sail-sg/offbench.
Offline reinforcement learning (RL) aims to learn optimal policies from offline datasets, where the parameterization of policies is crucial but often overlooked. Recently, Diffsuion-QL significantly boosts the performance of offline RL by representing a policy with a diffusion model, whose success relies on a parametrized Markov Chain with hundreds of steps for sampling. However, Diffusion-QL suffers from two critical limitations. 1) It is computationally inefficient to forward and backward through the whole Markov chain during training. 2) It is incompatible with maximum likelihood-based RL algorithms (e.g., policy gradient methods) as the likelihood of diffusion models is intractable. Therefore, we propose efficient diffusion policy (EDP) to overcome these two challenges. EDP approximately constructs actions from corrupted ones at training to avoid running the sampling chain. We conduct extensive experiments on the D4RL benchmark. The results show that EDP can reduce the diffusion policy training time from 5 days to 5 hours on gym-locomotion tasks. Moreover, we show that EDP is compatible with various offline RL algorithms (TD3, CRR, and IQL) and achieves new state-of-the-art on D4RL by large margins over previous methods. Our code is available at https://github.com/sail-sg/edp.