With the power of large language models (LLMs), open-ended embodied agents can flexibly understand human instructions, generate interpretable guidance strategies, and output executable actions. Nowadays, Multi-modal Language Models~(MLMs) integrate multi-modal signals into LLMs, further bringing richer perception to entity agents and allowing embodied agents to perceive world-understanding tasks more delicately. However, existing works: 1) operate independently by agents, each containing multiple LLMs, from perception to action, resulting in gaps between complex tasks and execution; 2) train MLMs on static data, struggling with dynamics in open-ended scenarios; 3) input prior knowledge directly as prompts, suppressing application flexibility. We propose STEVE-2, a hierarchical knowledge distillation framework for open-ended embodied tasks, characterized by 1) a hierarchical system for multi-granular task division, 2) a mirrored distillation method for parallel simulation data, and 3) an extra expert model for bringing additional knowledge into parallel simulation. After distillation, embodied agents can complete complex, open-ended tasks without additional expert guidance, utilizing the performance and knowledge of a versatile MLM. Extensive evaluations on navigation and creation tasks highlight the superior performance of STEVE-2 in open-ended tasks, with $1.4 \times$ - $7.3 \times$ in performance.
Recent text-to-image (T2I) models have benefited from large-scale and high-quality data, demonstrating impressive performance. However, these T2I models still struggle to produce images that are aesthetically pleasing, geometrically accurate, faithful to text, and of good low-level quality. We present VersaT2I, a versatile training framework that can boost the performance with multiple rewards of any T2I model. We decompose the quality of the image into several aspects such as aesthetics, text-image alignment, geometry, low-level quality, etc. Then, for every quality aspect, we select high-quality images in this aspect generated by the model as the training set to finetune the T2I model using the Low-Rank Adaptation (LoRA). Furthermore, we introduce a gating function to combine multiple quality aspects, which can avoid conflicts between different quality aspects. Our method is easy to extend and does not require any manual annotation, reinforcement learning, or model architecture changes. Extensive experiments demonstrate that VersaT2I outperforms the baseline methods across various quality criteria.
Due to the dynamic and unpredictable open-world setting, navigating complex environments in Minecraft poses significant challenges for multi-agent systems. Agents must interact with the environment and coordinate their actions with other agents to achieve common objectives. However, traditional approaches often struggle to efficiently manage inter-agent communication and task distribution, crucial for effective multi-agent navigation. Furthermore, processing and integrating multi-modal information (such as visual, textual, and auditory data) is essential for agents to comprehend their goals and navigate the environment successfully and fully. To address this issue, we design the HAS framework to auto-organize groups of LLM-based agents to complete navigation tasks. In our approach, we devise a hierarchical auto-organizing navigation system, which is characterized by 1) a hierarchical system for multi-agent organization, ensuring centralized planning and decentralized execution; 2) an auto-organizing and intra-communication mechanism, enabling dynamic group adjustment under subtasks; 3) a multi-modal information platform, facilitating multi-modal perception to perform the three navigation tasks with one system. To assess organizational behavior, we design a series of navigation tasks in the Minecraft environment, which includes searching and exploring. We aim to develop embodied organizations that push the boundaries of embodied AI, moving it towards a more human-like organizational structure.
Medical generative models, acknowledged for their high-quality sample generation ability, have accelerated the fast growth of medical applications. However, recent works concentrate on separate medical generation models for distinct medical tasks and are restricted to inadequate medical multi-modal knowledge, constraining medical comprehensive diagnosis. In this paper, we propose MedM2G, a Medical Multi-Modal Generative framework, with the key innovation to align, extract, and generate medical multi-modal within a unified model. Extending beyond single or two medical modalities, we efficiently align medical multi-modal through the central alignment approach in the unified space. Significantly, our framework extracts valuable clinical knowledge by preserving the medical visual invariant of each imaging modal, thereby enhancing specific medical information for multi-modal generation. By conditioning the adaptive cross-guided parameters into the multi-flow diffusion framework, our model promotes flexible interactions among medical multi-modal for generation. MedM2G is the first medical generative model that unifies medical generation tasks of text-to-image, image-to-text, and unified generation of medical modalities (CT, MRI, X-ray). It performs 5 medical generation tasks across 10 datasets, consistently outperforming various state-of-the-art works.
Large language models (LLMs) have shown impressive performance in various reasoning benchmarks with the emergence of Chain-of-Thought (CoT) and its derivative methods, particularly in tasks involving multi-choice questions (MCQs). However, current works all process data uniformly without considering the problem-solving difficulty, which means an excessive focus on simple questions while insufficient to intricate ones. To address this challenge, we inspired by humans using heuristic strategies to categorize tasks and handle them individually, propose to apply the Divide and Conquer to LLMs reasoning. First, we divide questions into different subsets based on the statistical confidence score ($\mathcal{CS}$), then fix nearly resolved sets and conquer demanding nuanced process ones with elaborately designed methods, including Prior Knowledge based Reasoning (PKR) and Filter Choices based Reasoning (FCR), as well as their integration variants. Our experiments demonstrate that this proposed strategy significantly boosts the models' reasoning abilities across nine datasets involving arithmetic, commonsense, and logic tasks. For instance, compared to baseline, we make a striking improvement on low confidence subsets of 8.72\% for AQuA, 15.07\% for ARC Challenge and 7.71\% for RiddleSense. In addition, through extensive analysis on length of rationale and number of options, we verify that longer reasoning paths in PKR could prevent models from referring infer-harmful shortcuts, and also find that removing irrelevant choices in FCR would substantially avoid models' confusion. The code is at \url{https://github.com/AiMijie/Divide-and-Conquer}
Medical vision-language pre-training (Med-VLP) models have recently accelerated the fast-growing medical diagnostics application. However, most Med-VLP models learn task-specific representations independently from scratch, thereby leading to great inflexibility when they work across multiple fine-tuning tasks. In this work, we propose UniDCP, a Unified medical vision-language model with Dynamic Cross-modal learnable Prompts, which can be plastically applied to multiple medical vision-language tasks. Specifically, we explicitly construct a unified framework to harmonize diverse inputs from multiple pretraining tasks by leveraging cross-modal prompts for unification, which accordingly can accommodate heterogeneous medical fine-tuning tasks. Furthermore, we conceive a dynamic cross-modal prompt optimizing strategy that optimizes the prompts within the shareable space for implicitly processing the shareable clinic knowledge. UniDCP is the first Med-VLP model capable of performing all 8 medical uni-modal and cross-modal tasks over 14 corresponding datasets, consistently yielding superior results over diverse state-of-the-art methods.
Image captioning bridges the gap between vision and language by automatically generating natural language descriptions for images. Traditional image captioning methods often overlook the preferences and characteristics of users. Personalized image captioning solves this problem by incorporating user prior knowledge into the model, such as writing styles and preferred vocabularies. Most existing methods emphasize the user context fusion process by memory networks or transformers. However, these methods ignore the distinct domains of each dataset. Therefore, they need to update the entire caption model parameters when meeting new samples, which is time-consuming and calculation-intensive. To address this challenge, we propose a novel personalized image captioning framework that leverages user context to consider personality factors. Additionally, our framework utilizes the prefix-tuning paradigm to extract knowledge from a frozen large language model, reducing the gap between different language domains. Specifically, we employ CLIP to extract the visual features of an image and align the semantic space using a query-guided mapping network. By incorporating the transformer layer, we merge the visual features with the user's contextual prior knowledge to generate informative prefixes. Moreover, we employ GPT-2 as the frozen large language model. With a small number of parameters to be trained, our model performs efficiently and effectively. Our model outperforms existing baseline models on Instagram and YFCC100M datasets across five evaluation metrics, demonstrating its superiority, including twofold improvements in metrics such as BLEU-4 and CIDEr.
City layout generation has recently gained significant attention. The goal of this task is to automatically generate the layout of a city scene, including elements such as roads, buildings, vegetation, as well as other urban infrastructures. Previous methods using VAEs or GANs for 3D city layout generation offer limited diversity and constrained interactivity, only allowing users to selectively regenerate parts of the layout, which greatly limits customization. In this paper, we propose CityGen, a novel end-to-end framework for infinite, diverse and controllable 3D city layout generation.First, we propose an outpainting pipeline to extend the local layout to an infinite city layout. Then, we utilize a multi-scale diffusion model to generate diverse and controllable local semantic layout patches. The extensive experiments show that CityGen achieves state-of-the-art (SOTA) performance under FID and KID in generating an infinite and controllable 3D city layout. CityGen demonstrates promising applicability in fields like smart cities, urban planning, and digital simulation.
Large language models (LLMs) have achieved impressive progress on several open-world tasks. Recently, using LLMs to build embodied agents has been a hotspot. In this paper, we propose STEVE, a comprehensive and visionary embodied agent in the Minecraft virtual environment. STEVE consists of three key components: vision perception, language instruction, and code action. Vision perception involves the interpretation of visual information in the environment, which is then integrated into the LLMs component with agent state and task instruction. Language instruction is responsible for iterative reasoning and decomposing complex tasks into manageable guidelines. Code action generates executable skill actions based on retrieval in skill database, enabling the agent to interact effectively within the Minecraft environment. We also collect STEVE-21K dataset, which includes 600$+$ vision-environment pairs, 20K knowledge question-answering pairs, and 200$+$ skill-code pairs. We conduct continuous block search, knowledge question and answering, and tech tree mastery to evaluate the performance. Extensive experiments show that STEVE achieves at most $1.5 \times$ faster unlocking key tech trees and $2.5 \times$ quicker in block search tasks compared to previous state-of-the-art methods.