We introduce Blink, a new benchmark for multimodal language models (LLMs) that focuses on core visual perception abilities not found in other evaluations. Most of the Blink tasks can be solved by humans "within a blink" (e.g., relative depth estimation, visual correspondence, forensics detection, and multi-view reasoning). However, we find these perception-demanding tasks cast significant challenges for current multimodal LLMs because they resist mediation through natural language. Blink reformats 14 classic computer vision tasks into 3,807 multiple-choice questions, paired with single or multiple images and visual prompting. While humans get 95.70% accuracy on average, Blink is surprisingly challenging for existing multimodal LLMs: even the best-performing GPT-4V and Gemini achieve accuracies of 51.26% and 45.72%, only 13.17% and 7.63% higher than random guessing, indicating that such perception abilities have not "emerged" yet in recent multimodal LLMs. Our analysis also highlights that specialist CV models could solve these problems much better, suggesting potential pathways for future improvements. We believe Blink will stimulate the community to help multimodal LLMs catch up with human-level visual perception.
A fundamental characteristic common to both human vision and natural language is their compositional nature. Yet, despite the performance gains contributed by large vision and language pretraining, recent investigations find that most-if not all-our state-of-the-art vision-language models struggle at compositionality. They are unable to distinguish between images of " a girl in white facing a man in black" and "a girl in black facing a man in white". Moreover, prior work suggests that compositionality doesn't arise with scale: larger model sizes or training data don't help. This paper develops a new iterated training algorithm that incentivizes compositionality. We draw on decades of cognitive science research that identifies cultural transmission-the need to teach a new generation-as a necessary inductive prior that incentivizes humans to develop compositional languages. Specifically, we reframe vision-language contrastive learning as the Lewis Signaling Game between a vision agent and a language agent, and operationalize cultural transmission by iteratively resetting one of the agent's weights during training. After every iteration, this training paradigm induces representations that become "easier to learn", a property of compositional languages: e.g. our model trained on CC3M and CC12M improves standard CLIP by 4.7%, 4.0% respectfully in the SugarCrepe benchmark.
The increasing affordability of robot hardware is accelerating the integration of robots into everyday activities. However, training a robot to automate a task typically requires physical robots and expensive demonstration data from trained human annotators. Consequently, only those with access to physical robots produce demonstrations to train robots. To mitigate this issue, we introduce EVE, an iOS app that enables everyday users to train robots using intuitive augmented reality visualizations without needing a physical robot. With EVE, users can collect demonstrations by specifying waypoints with their hands, visually inspecting the environment for obstacles, modifying existing waypoints, and verifying collected trajectories. In a user study ($N=14$, $D=30$) consisting of three common tabletop tasks, EVE outperformed three state-of-the-art interfaces in success rate and was comparable to kinesthetic teaching-physically moving a real robot-in completion time, usability, motion intent communication, enjoyment, and preference ($mean_{p}=0.30$). We conclude by enumerating limitations and design considerations for future AR-based demonstration collection systems for robotics.
We introduce Videoshop, a training-free video editing algorithm for localized semantic edits. Videoshop allows users to use any editing software, including Photoshop and generative inpainting, to modify the first frame; it automatically propagates those changes, with semantic, spatial, and temporally consistent motion, to the remaining frames. Unlike existing methods that enable edits only through imprecise textual instructions, Videoshop allows users to add or remove objects, semantically change objects, insert stock photos into videos, etc. with fine-grained control over locations and appearance. We achieve this through image-based video editing by inverting latents with noise extrapolation, from which we generate videos conditioned on the edited image. Videoshop produces higher quality edits against 6 baselines on 2 editing benchmarks using 10 evaluation metrics.
Real-world multi-modal problems are rarely solved by a single machine learning model, and often require multi-step computational plans that involve stitching several models. Tool-augmented LLMs hold tremendous promise for automating the generation of such computational plans. However, the lack of standardized benchmarks for evaluating LLMs as planners for multi-step multi-modal tasks has prevented a systematic study of planner design decisions. Should LLMs generate a full plan in a single shot or step-by-step? Should they invoke tools directly with Python code or through structured data formats like JSON? Does feedback improve planning? To answer these questions and more, we introduce m&m's: a benchmark containing 4K+ multi-step multi-modal tasks involving 33 tools that include multi-modal models, (free) public APIs, and image processing modules. For each of these task queries, we provide automatically generated plans using this realistic toolset. We further provide a high-quality subset of 1,565 task plans that are human-verified and correctly executable. With m&m's, we evaluate 6 popular LLMs with 2 planning strategies (multi-step vs. step-by-step planning), 2 plan formats (JSON vs. code), and 3 types of feedback (parsing/verification/execution). Finally, we summarize takeaways from our extensive experiments. Our dataset and code are available on HuggingFace (https://huggingface.co/datasets/zixianma/mnms) and Github (https://github.com/RAIVNLab/mnms).
From content moderation to wildlife conservation, the number of applications that require models to recognize nuanced or subjective visual concepts is growing. Traditionally, developing classifiers for such concepts requires substantial manual effort measured in hours, days, or even months to identify and annotate data needed for training. Even with recently proposed Agile Modeling techniques, which enable rapid bootstrapping of image classifiers, users are still required to spend 30 minutes or more of monotonous, repetitive data labeling just to train a single classifier. Drawing on Fiske's Cognitive Miser theory, we propose a new framework that alleviates manual effort by replacing human labeling with natural language interactions, reducing the total effort required to define a concept by an order of magnitude: from labeling 2,000 images to only 100 plus some natural language interactions. Our framework leverages recent advances in foundation models, both large language models and vision-language models, to carve out the concept space through conversation and by automatically labeling training data points. Most importantly, our framework eliminates the need for crowd-sourced annotations. Moreover, our framework ultimately produces lightweight classification models that are deployable in cost-sensitive scenarios. Across 15 subjective concepts and across 2 public image classification datasets, our trained models outperform traditional Agile Modeling as well as state-of-the-art zero-shot classification models like ALIGN, CLIP, CuPL, and large visual question-answering models like PaLI-X.
Researchers and practitioners have recently reframed powerful Large Language Models (LLMs) as agents, enabling them to automate complex tasks largely via the use of specialized functions. To facilitate the development of LLM agents, we present a novel paradigm of training LLM agents without modifying the LLM weights, which is particularly useful when the LLMs are difficult or inaccessible for modifications. Inspired by how humans continuously forge tools to adapt to real-world tasks, rather than change our biological structure to fit a static set of tools, we propose to progressively forge agent's functions to better solve the downstream tasks instead of modifying the LLM weights. By treating the functions as learnable `agent parameters' and leveraging the fundamental idea of model training in artificial intelligence, we develop AgentOptimizer that employs the LLM to update agents' functions and devise an agent training algorithm with two strategies, roll-back, and early-stop, to streamline the training process. With extensive experiments, we showcase that the agent training paradigm could significantly improve the performance of representative LLM agents in various downstream tasks. We also study the behavior of the agent training regarding aspects like the learning curve and domain transferability.
To realize effective large-scale, real-world robotic applications, we must evaluate how well our robot policies adapt to changes in environmental conditions. Unfortunately, a majority of studies evaluate robot performance in environments closely resembling or even identical to the training setup. We present THE COLOSSEUM, a novel simulation benchmark, with 20 diverse manipulation tasks, that enables systematical evaluation of models across 12 axes of environmental perturbations. These perturbations include changes in color, texture, and size of objects, table-tops, and backgrounds; we also vary lighting, distractors, and camera pose. Using THE COLOSSEUM, we compare 4 state-of-the-art manipulation models to reveal that their success rate degrades between 30-50% across these perturbation factors. When multiple perturbations are applied in unison, the success rate degrades $\geq$75%. We identify that changing the number of distractor objects, target object color, or lighting conditions are the perturbations that reduce model performance the most. To verify the ecological validity of our results, we show that our results in simulation are correlated ($\bar{R}^2 = 0.614$) to similar perturbations in real-world experiments. We open source code for others to use THE COLOSSEUM, and also release code to 3D print the objects used to replicate the real-world perturbations. Ultimately, we hope that THE COLOSSEUM will serve as a benchmark to identify modeling decisions that systematically improve generalization for manipulation. See https://robot-colosseum.github.io/ for more details.