Developing value-aligned AI agents is a complex undertaking and an ongoing challenge in the field of AI. Specifically within the domain of Large Language Models (LLMs), the capability to consolidate multiple independently trained dialogue agents, each aligned with a distinct moral value, into a unified system that can adapt to and be aligned with multiple moral values is of paramount importance. In this paper, we propose a system that does contextual moral value alignment based on contextual aggregation. Here, aggregation is defined as the process of integrating a subset of LLM responses that are best suited to respond to a user input, taking into account features extracted from the user's input. The proposed system shows better results in term of alignment to human value compared to the state of the art.
Multi-agent reinforcement learning (MARL) is well-suited for runtime decision-making in optimizing the performance of systems where multiple agents coexist and compete for shared resources. However, applying common deep learning-based MARL solutions to real-world problems suffers from issues of interpretability, sample efficiency, partial observability, etc. To address these challenges, we present an event-driven formulation, where decision-making is handled by distributed co-operative MARL agents using neuro-symbolic methods. The recently introduced neuro-symbolic Logical Neural Networks (LNN) framework serves as a function approximator for the RL, to train a rules-based policy that is both logical and interpretable by construction. To enable decision-making under uncertainty and partial observability, we developed a novel probabilistic neuro-symbolic framework, Probabilistic Logical Neural Networks (PLNN), which combines the capabilities of logical reasoning with probabilistic graphical models. In PLNN, the upward/downward inference strategy, inherited from LNN, is coupled with belief bounds by setting the activation function for the logical operator associated with each neural network node to a probability-respecting generalization of the Fr\'echet inequalities. These PLNN nodes form the unifying element that combines probabilistic logic and Bayes Nets, permitting inference for variables with unobserved states. We demonstrate our contributions by addressing key MARL challenges for power sharing in a system-on-chip application.
We introduce animated stickers, a video diffusion model which generates an animation conditioned on a text prompt and static sticker image. Our model is built on top of the state-of-the-art Emu text-to-image model, with the addition of temporal layers to model motion. Due to the domain gap, i.e. differences in visual and motion style, a model which performed well on generating natural videos can no longer generate vivid videos when applied to stickers. To bridge this gap, we employ a two-stage finetuning pipeline: first with weakly in-domain data, followed by human-in-the-loop (HITL) strategy which we term ensemble-of-teachers. It distills the best qualities of multiple teachers into a smaller student model. We show that this strategy allows us to specifically target improvements to motion quality while maintaining the style from the static image. With inference optimizations, our model is able to generate an eight-frame video with high-quality, interesting, and relevant motion in under one second.
In recent years, the thriving development of research related to egocentric videos has provided a unique perspective for the study of conversational interactions, where both visual and audio signals play a crucial role. While most prior work focus on learning about behaviors that directly involve the camera wearer, we introduce the Ego-Exocentric Conversational Graph Prediction problem, marking the first attempt to infer exocentric conversational interactions from egocentric videos. We propose a unified multi-modal, multi-task framework -- Audio-Visual Conversational Attention (Av-CONV), for the joint prediction of conversation behaviors -- speaking and listening -- for both the camera wearer as well as all other social partners present in the egocentric video. Specifically, we customize the self-attention mechanism to model the representations across-time, across-subjects, and across-modalities. To validate our method, we conduct experiments on a challenging egocentric video dataset that includes first-person perspective, multi-speaker, and multi-conversation scenarios. Our results demonstrate the superior performance of our method compared to a series of baselines. We also present detailed ablation studies to assess the contribution of each component in our model. Project page: https://vjwq.github.io/AV-CONV/.
Generating instructional images of human daily actions from an egocentric viewpoint serves a key step towards efficient skill transfer. In this paper, we introduce a novel problem -- egocentric action frame generation. The goal is to synthesize the action frame conditioning on the user prompt question and an input egocentric image that captures user's environment. Notably, existing egocentric datasets lack the detailed annotations that describe the execution of actions. Additionally, the diffusion-based image manipulation models fail to control the state change of an action within the corresponding egocentric image pixel space. To this end, we finetune a visual large language model (VLLM) via visual instruction tuning for curating the enriched action descriptions to address our proposed problem. Moreover, we propose to Learn EGOcentric (LEGO) action frame generation using image and text embeddings from VLLM as additional conditioning. We validate our proposed model on two egocentric datasets -- Ego4D and Epic-Kitchens. Our experiments show prominent improvement over prior image manipulation models in both quantitative and qualitative evaluation. We also conduct detailed ablation studies and analysis to provide insights on our method.
We present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). More than 800 participants from 13 cities worldwide performed these activities in 131 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,422 hours of video combined. The multimodal nature of the dataset is unprecedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions -- including a novel "expert commentary" done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources will be open sourced to fuel new research in the community.
This paper provides a theoretical understanding of Deep Q-Network (DQN) with the $\varepsilon$-greedy exploration in deep reinforcement learning. Despite the tremendous empirical achievement of the DQN, its theoretical characterization remains underexplored. First, the exploration strategy is either impractical or ignored in the existing analysis. Second, in contrast to conventional Q-learning algorithms, the DQN employs the target network and experience replay to acquire an unbiased estimation of the mean-square Bellman error (MSBE) utilized in training the Q-network. However, the existing theoretical analysis of DQNs lacks convergence analysis or bypasses the technical challenges by deploying a significantly overparameterized neural network, which is not computationally efficient. This paper provides the first theoretical convergence and sample complexity analysis of the practical setting of DQNs with $\epsilon$-greedy policy. We prove an iterative procedure with decaying $\epsilon$ converges to the optimal Q-value function geometrically. Moreover, a higher level of $\epsilon$ values enlarges the region of convergence but slows down the convergence, while the opposite holds for a lower level of $\epsilon$ values. Experiments justify our established theoretical insights on DQNs.
The prediction of chemical synthesis pathways plays a pivotal role in materials science research. Challenges, such as the complexity of synthesis pathways and the lack of comprehensive datasets, currently hinder our ability to predict these chemical processes accurately. However, recent advancements in generative artificial intelligence (GAI), including automated text generation and question-answering systems, coupled with fine-tuning techniques, have facilitated the deployment of large-scale AI models tailored to specific domains. In this study, we harness the power of the LLaMA2-7B model and enhance it through a learning process that incorporates 13,878 pieces of structured material knowledge data. This specialized AI model, named MatChat, focuses on predicting inorganic material synthesis pathways. MatChat exhibits remarkable proficiency in generating and reasoning with knowledge in materials science. Although MatChat requires further refinement to meet the diverse material design needs, this research undeniably highlights its impressive reasoning capabilities and innovative potential in the field of materials science. MatChat is now accessible online and open for use, with both the model and its application framework available as open source. This study establishes a robust foundation for collaborative innovation in the integration of generative AI in materials science.
Cooperative Multi-agent Reinforcement Learning (MARL) algorithms with Zero-Shot Coordination (ZSC) have gained significant attention in recent years. ZSC refers to the ability of agents to coordinate zero-shot (without additional interaction experience) with independently trained agents. While ZSC is crucial for cooperative MARL agents, it might not be possible for complex tasks and changing environments. Agents also need to adapt and improve their performance with minimal interaction with other agents. In this work, we show empirically that state-of-the-art ZSC algorithms have poor performance when paired with agents trained with different learning methods, and they require millions of interaction samples to adapt to these new partners. To investigate this issue, we formally defined a framework based on a popular cooperative multi-agent game called Hanabi to evaluate the adaptability of MARL methods. In particular, we created a diverse set of pre-trained agents and defined a new metric called adaptation regret that measures the agent's ability to efficiently adapt and improve its coordination performance when paired with some held-out pool of partners on top of its ZSC performance. After evaluating several SOTA algorithms using our framework, our experiments reveal that naive Independent Q-Learning (IQL) agents in most cases adapt as quickly as the SOTA ZSC algorithm Off-Belief Learning (OBL). This finding raises an interesting research question: How to design MARL algorithms with high ZSC performance and capability of fast adaptation to unseen partners. As a first step, we studied the role of different hyper-parameters and design choices on the adaptability of current MARL algorithms. Our experiments show that two categories of hyper-parameters controlling the training data diversity and optimization process have a significant impact on the adaptability of Hanabi agents.
Egocentric gaze anticipation serves as a key building block for the emerging capability of Augmented Reality. Notably, gaze behavior is driven by both visual cues and audio signals during daily activities. Motivated by this observation, we introduce the first model that leverages both the video and audio modalities for egocentric gaze anticipation. Specifically, we propose a Contrastive Spatial-Temporal Separable (CSTS) fusion approach that adopts two modules to separately capture audio-visual correlations in spatial and temporal dimensions, and applies a contrastive loss on the re-weighted audio-visual features from fusion modules for representation learning. We conduct extensive ablation studies and thorough analysis using two egocentric video datasets: Ego4D and Aria, to validate our model design. We also demonstrate improvements over prior state-of-the-art methods. Moreover, we provide visualizations to show the gaze anticipation results and provide additional insights into audio-visual representation learning.