Recent SOTA approaches for embodied learning via interaction directly employ large language models (LLMs) as agents to determine the next steps in an environment. Due to their world knowledge and reasoning capabilities, LLM agents achieve stronger performance than previous smaller agents based on reinforcement learning (RL); however, frequently calling LLMs is slow and expensive. Instead of directly employing LLMs as agents, can we use LLMs' reasoning capabilities to adaptively create training environments to help smaller embodied RL agents learn useful skills that they are weak at? We propose EnvGen, a novel framework to address this question. First, we prompt an LLM to generate training environments that allow agents to quickly learn different tasks in parallel. Concretely, the LLM is given the task description and simulator objectives that the agents should learn and is then asked to generate a set of environment configurations (e.g., different terrains, items given to agents, etc.). Next, we train a small RL agent in a mixture of the original and LLM-generated environments. Then, we enable the LLM to continuously adapt the generated environments to progressively improve the skills that the agent is weak at, by providing feedback to the LLM in the form of the agent's performance. We demonstrate the usefulness of EnvGen with comprehensive experiments in Crafter and Heist environments. We find that a small RL agent trained with EnvGen can outperform SOTA methods, including a GPT-4 agent, and learns long-horizon tasks significantly faster. We show qualitatively how the LLM adapts training environments to help improve RL agents' weaker skills over time. Additionally, EnvGen is substantially more efficient as it only uses a small number of LLM calls (e.g., 4 in total), whereas LLM agents require thousands of LLM calls. Lastly, we present detailed ablation studies for our design choices.
Text-to-image (T2I) generation has seen significant growth over the past few years. Despite this, there has been little work on generating diagrams with T2I models. A diagram is a symbolic/schematic representation that explains information using structurally rich and spatially complex visualizations (e.g., a dense combination of related objects, text labels, directional arrows, connection lines, etc.). Existing state-of-the-art T2I models often fail at diagram generation because they lack fine-grained object layout control when many objects are densely connected via complex relations such as arrows/lines and also often fail to render comprehensible text labels. To address this gap, we present DiagrammerGPT, a novel two-stage text-to-diagram generation framework that leverages the layout guidance capabilities of LLMs (e.g., GPT-4) to generate more accurate open-domain, open-platform diagrams. In the first stage, we use LLMs to generate and iteratively refine 'diagram plans' (in a planner-auditor feedback loop) which describe all the entities (objects and text labels), their relationships (arrows or lines), and their bounding box layouts. In the second stage, we use a diagram generator, DiagramGLIGEN, and a text label rendering module to generate diagrams following the diagram plans. To benchmark the text-to-diagram generation task, we introduce AI2D-Caption, a densely annotated diagram dataset built on top of the AI2D dataset. We show quantitatively and qualitatively that our DiagrammerGPT framework produces more accurate diagrams, outperforming existing T2I models. We also provide comprehensive analysis including open-domain diagram generation, vector graphic diagram generation in different platforms, human-in-the-loop diagram plan editing, and multimodal planner/auditor LLMs (e.g., GPT-4Vision). We hope our work can inspire further research on diagram generation via T2I models and LLMs.
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.
Vision Transformers (ViTs) emerge to achieve impressive performance on many data-abundant computer vision tasks by capturing long-range dependencies among local features. However, under few-shot learning (FSL) settings on small datasets with only a few labeled data, ViT tends to overfit and suffers from severe performance degradation due to its absence of CNN-alike inductive bias. Previous works in FSL avoid such problem either through the help of self-supervised auxiliary losses, or through the dextile uses of label information under supervised settings. But the gap between self-supervised and supervised few-shot Transformers is still unfilled. Inspired by recent advances in self-supervised knowledge distillation and masked image modeling (MIM), we propose a novel Supervised Masked Knowledge Distillation model (SMKD) for few-shot Transformers which incorporates label information into self-distillation frameworks. Compared with previous self-supervised methods, we allow intra-class knowledge distillation on both class and patch tokens, and introduce the challenging task of masked patch tokens reconstruction across intra-class images. Experimental results on four few-shot classification benchmark datasets show that our method with simple design outperforms previous methods by a large margin and achieves a new start-of-the-art. Detailed ablation studies confirm the effectiveness of each component of our model. Code for this paper is available here: https://github.com/HL-hanlin/SMKD.
We present two new classes of algorithms for efficient field integration on graphs encoding point clouds. The first class, SeparatorFactorization(SF), leverages the bounded genus of point cloud mesh graphs, while the second class, RFDiffusion(RFD), uses popular epsilon-nearest-neighbor graph representations for point clouds. Both can be viewed as providing the functionality of Fast Multipole Methods (FMMs), which have had a tremendous impact on efficient integration, but for non-Euclidean spaces. We focus on geometries induced by distributions of walk lengths between points (e.g., shortest-path distance). We provide an extensive theoretical analysis of our algorithms, obtaining new results in structural graph theory as a byproduct. We also perform exhaustive empirical evaluation, including on-surface interpolation for rigid and deformable objects (particularly for mesh-dynamics modeling), Wasserstein distance computations for point clouds, and the Gromov-Wasserstein variant.
$\text{Parkinson's Disease}$ (PD) is the second most common neurodegenerative disease in humans. PD is characterized by the gradual loss of dopaminergic neurons in the Substantia Nigra (a part of the mid-brain). Counting the number of dopaminergic neurons in the Substantia Nigra is one of the most important indexes in evaluating drug efficacy in PD animal models. Currently, analyzing and quantifying dopaminergic neurons is conducted manually by experts through analysis of digital pathology images which is laborious, time-consuming, and highly subjective. As such, a reliable and unbiased automated system is demanded for the quantification of dopaminergic neurons in digital pathology images. We propose an end-to-end deep learning framework for the segmentation and quantification of dopaminergic neurons in PD animal models. To the best of knowledge, this is the first machine learning model that detects the cell body of dopaminergic neurons, counts the number of dopaminergic neurons and provides the phenotypic characteristics of individual dopaminergic neurons as a numerical output. Extensive experiments demonstrate the effectiveness of our model in quantifying neurons with a high precision, which can provide quicker turnaround for drug efficacy studies, better understanding of dopaminergic neuronal health status and unbiased results in PD pre-clinical research.
Tactile recognition of 3D objects remains a challenging task. Compared to 2D shapes, the complex geometry of 3D surfaces requires richer tactile signals, more dexterous actions, and more advanced encoding techniques. In this work, we propose TANDEM3D, a method that applies a co-training framework for exploration and decision making to 3D object recognition with tactile signals. Starting with our previous work, which introduced a co-training paradigm for 2D recognition problems, we introduce a number of advances that enable us to scale up to 3D. TANDEM3D is based on a novel encoder that builds 3D object representation from contact positions and normals using PointNet++. Furthermore, by enabling 6DOF movement, TANDEM3D explores and collects discriminative touch information with high efficiency. Our method is trained entirely in simulation and validated with real-world experiments. Compared to state-of-the-art baselines, TANDEM3D achieves higher accuracy and a lower number of actions in recognizing 3D objects and is also shown to be more robust to different types and amounts of sensor noise. Video is available at https://jxu.ai/tandem3d.
We propose a new class of random feature methods for linearizing softmax and Gaussian kernels called hybrid random features (HRFs) that automatically adapt the quality of kernel estimation to provide most accurate approximation in the defined regions of interest. Special instantiations of HRFs lead to well-known methods such as trigonometric (Rahimi and Recht, 2007) or (recently introduced in the context of linear-attention Transformers) positive random features (Choromanski et al., 2021). By generalizing Bochner's Theorem for softmax/Gaussian kernels and leveraging random features for compositional kernels, the HRF-mechanism provides strong theoretical guarantees - unbiased approximation and strictly smaller worst-case relative errors than its counterparts. We conduct exhaustive empirical evaluation of HRF ranging from pointwise kernel estimation experiments, through tests on data admitting clustering structure to benchmarking implicit-attention Transformers (also for downstream Robotics applications), demonstrating its quality in a wide spectrum of machine learning problems.
We introduce a new class of graph neural networks (GNNs), by combining several concepts that were so far studied independently - graph kernels, attention-based networks with structural priors and more recently, efficient Transformers architectures applying small memory footprint implicit attention methods via low rank decomposition techniques. The goal of the paper is twofold. Proposed by us Graph Kernel Attention Transformers (or GKATs) are much more expressive than SOTA GNNs as capable of modeling longer-range dependencies within a single layer. Consequently, they can use more shallow architecture design. Furthermore, GKAT attention layers scale linearly rather than quadratically in the number of nodes of the input graphs, even when those graphs are dense, requiring less compute than their regular graph attention counterparts. They achieve it by applying new classes of graph kernels admitting random feature map decomposition via random walks on graphs. As a byproduct of the introduced techniques, we obtain a new class of learnable graph sketches, called graphots, compactly encoding topological graph properties as well as nodes' features. We conducted exhaustive empirical comparison of our method with nine different GNN classes on tasks ranging from motif detection through social network classification to bioinformatics challenges, showing consistent gains coming from GKATs.