Embodied visual tracking is to follow a target object in dynamic 3D environments using an agent's egocentric vision. This is a vital and challenging skill for embodied agents. However, existing methods suffer from inefficient training and poor generalization. In this paper, we propose a novel framework that combines visual foundation models (VFM) and offline reinforcement learning (offline RL) to empower embodied visual tracking. We use a pre-trained VFM, such as ``Tracking Anything", to extract semantic segmentation masks with text prompts. We then train a recurrent policy network with offline RL, e.g., Conservative Q-Learning, to learn from the collected demonstrations without online agent-environment interactions. To further improve the robustness and generalization of the policy network, we also introduce a mask re-targeting mechanism and a multi-level data collection strategy. In this way, we can train a robust tracker within an hour on a consumer-level GPU, e.g., Nvidia RTX 3090. Such efficiency is unprecedented for RL-based visual tracking methods. We evaluate our tracker on several high-fidelity environments with challenging situations, such as distraction and occlusion. The results show that our agent outperforms state-of-the-art methods in terms of sample efficiency, robustness to distractors, and generalization to unseen scenarios and targets. We also demonstrate the transferability of the learned tracker from the virtual world to real-world scenarios.
Temporal repetition counting aims to quantify the repeated action cycles within a video. The majority of existing methods rely on the similarity correlation matrix to characterize the repetitiveness of actions, but their scalability is hindered due to the quadratic computational complexity. In this work, we introduce a novel approach that employs an action query representation to localize repeated action cycles with linear computational complexity. Based on this representation, we further develop two key components to tackle the essential challenges of temporal repetition counting. Firstly, to facilitate open-set action counting, we propose the dynamic update scheme on action queries. Unlike static action queries, this approach dynamically embeds video features into action queries, offering a more flexible and generalizable representation. Secondly, to distinguish between actions of interest and background noise actions, we incorporate inter-query contrastive learning to regularize the video representations corresponding to different action queries. As a result, our method significantly outperforms previous works, particularly in terms of long video sequences, unseen actions, and actions at various speeds. On the challenging RepCountA benchmark, we outperform the state-of-the-art method TransRAC by 26.5% in OBO accuracy, with a 22.7% mean error decrease and 94.1% computational burden reduction. Code is available at https://github.com/lizishi/DeTRC.
Humans exhibit a remarkable capacity for anticipating the actions of others and planning their own actions accordingly. In this study, we strive to replicate this ability by addressing the social motion prediction problem. We introduce a new benchmark, a novel formulation, and a cognition-inspired framework. We present Wusi, a 3D multi-person motion dataset under the context of team sports, which features intense and strategic human interactions and diverse pose distributions. By reformulating the problem from a multi-agent reinforcement learning perspective, we incorporate behavioral cloning and generative adversarial imitation learning to boost learning efficiency and generalization. Furthermore, we take into account the cognitive aspects of the human social action planning process and develop a cognitive hierarchy framework to predict strategic human social interactions. We conduct comprehensive experiments to validate the effectiveness of our proposed dataset and approach. Code and data are available at https://walter0807.github.io/Social-CH/.
Deployable Large Language Models (LLMs) must conform to the criterion of helpfulness and harmlessness, thereby achieving consistency between LLMs outputs and human values. Red-teaming techniques constitute a critical way towards this criterion. Existing work rely solely on manual red team designs and heuristic adversarial prompts for vulnerability detection and optimization. These approaches lack rigorous mathematical formulation, thus limiting the exploration of diverse attack strategy within quantifiable measure and optimization of LLMs under convergence guarantees. In this paper, we present Red-teaming Game (RTG), a general game-theoretic framework without manual annotation. RTG is designed for analyzing the multi-turn attack and defense interactions between Red-team language Models (RLMs) and Blue-team Language Model (BLM). Within the RTG, we propose Gamified Red-teaming Solver (GRTS) with diversity measure of the semantic space. GRTS is an automated red teaming technique to solve RTG towards Nash equilibrium through meta-game analysis, which corresponds to the theoretically guaranteed optimization direction of both RLMs and BLM. Empirical results in multi-turn attacks with RLMs show that GRTS autonomously discovered diverse attack strategies and effectively improved security of LLMs, outperforming existing heuristic red-team designs. Overall, RTG has established a foundational framework for red teaming tasks and constructed a new scalable oversight technique for alignment.
Human motion generation aims to generate natural human pose sequences and shows immense potential for real-world applications. Substantial progress has been made recently in motion data collection technologies and generation methods, laying the foundation for increasing interest in human motion generation. Most research within this field focuses on generating human motions based on conditional signals, such as text, audio, and scene contexts. While significant advancements have been made in recent years, the task continues to pose challenges due to the intricate nature of human motion and its implicit relationship with conditional signals. In this survey, we present a comprehensive literature review of human motion generation, which, to the best of our knowledge, is the first of its kind in this field. We begin by introducing the background of human motion and generative models, followed by an examination of representative methods for three mainstream sub-tasks: text-conditioned, audio-conditioned, and scene-conditioned human motion generation. Additionally, we provide an overview of common datasets and evaluation metrics. Lastly, we discuss open problems and outline potential future research directions. We hope that this survey could provide the community with a comprehensive glimpse of this rapidly evolving field and inspire novel ideas that address the outstanding challenges.
This paper presents a multi-agent reinforcement learning (MARL) scheme for proactive Multi-Camera Collaboration in 3D Human Pose Estimation in dynamic human crowds. Traditional fixed-viewpoint multi-camera solutions for human motion capture (MoCap) are limited in capture space and susceptible to dynamic occlusions. Active camera approaches proactively control camera poses to find optimal viewpoints for 3D reconstruction. However, current methods still face challenges with credit assignment and environment dynamics. To address these issues, our proposed method introduces a novel Collaborative Triangulation Contribution Reward (CTCR) that improves convergence and alleviates multi-agent credit assignment issues resulting from using 3D reconstruction accuracy as the shared reward. Additionally, we jointly train our model with multiple world dynamics learning tasks to better capture environment dynamics and encourage anticipatory behaviors for occlusion avoidance. We evaluate our proposed method in four photo-realistic UE4 environments to ensure validity and generalizability. Empirical results show that our method outperforms fixed and active baselines in various scenarios with different numbers of cameras and humans.
Learning 3D human pose prior is essential to human-centered AI. Here, we present GFPose, a versatile framework to model plausible 3D human poses for various applications. At the core of GFPose is a time-dependent score network, which estimates the gradient on each body joint and progressively denoises the perturbed 3D human pose to match a given task specification. During the denoising process, GFPose implicitly incorporates pose priors in gradients and unifies various discriminative and generative tasks in an elegant framework. Despite the simplicity, GFPose demonstrates great potential in several downstream tasks. Our experiments empirically show that 1) as a multi-hypothesis pose estimator, GFPose outperforms existing SOTAs by 20% on Human3.6M dataset. 2) as a single-hypothesis pose estimator, GFPose achieves comparable results to deterministic SOTAs, even with a vanilla backbone. 3) GFPose is able to produce diverse and realistic samples in pose denoising, completion and generation tasks. Project page https://sites.google.com/view/gfpose/
Estimating 3D human pose from a single image suffers from severe ambiguity since multiple 3D joint configurations may have the same 2D projection. The state-of-the-art methods often rely on context modeling methods such as pictorial structure model (PSM) or graph neural network (GNN) to reduce ambiguity. However, there is no study that rigorously compares them side by side. So we first present a general formula for context modeling in which both PSM and GNN are its special cases. By comparing the two methods, we found that the end-to-end training scheme in GNN and the limb length constraints in PSM are two complementary factors to improve results. To combine their advantages, we propose ContextPose based on attention mechanism that allows enforcing soft limb length constraints in a deep network. The approach effectively reduces the chance of getting absurd 3D pose estimates with incorrect limb lengths and achieves state-of-the-art results on two benchmark datasets. More importantly, the introduction of limb length constraints into deep networks enables the approach to achieve much better generalization performance.