University of California, Los Angeles
Abstract:The rich and multifaceted nature of human social interaction, encompassing multimodal cues, unobservable relations and mental states, and dynamical behavior, presents a formidable challenge for artificial intelligence. To advance research in this area, we introduce SIV-Bench, a novel video benchmark for rigorously evaluating the capabilities of Multimodal Large Language Models (MLLMs) across Social Scene Understanding (SSU), Social State Reasoning (SSR), and Social Dynamics Prediction (SDP). SIV-Bench features 2,792 video clips and 8,792 meticulously generated question-answer pairs derived from a human-LLM collaborative pipeline. It is originally collected from TikTok and YouTube, covering a wide range of video genres, presentation styles, and linguistic and cultural backgrounds. It also includes a dedicated setup for analyzing the impact of different textual cues-original on-screen text, added dialogue, or no text. Our comprehensive experiments on leading MLLMs reveal that while models adeptly handle SSU, they significantly struggle with SSR and SDP, where Relation Inference (RI) is an acute bottleneck, as further examined in our analysis. Our study also confirms the critical role of transcribed dialogue in aiding comprehension of complex social interactions. By systematically identifying current MLLMs' strengths and limitations, SIV-Bench offers crucial insights to steer the development of more socially intelligent AI. The dataset and code are available at https://kfq20.github.io/sivbench/.
Abstract:Discrete diffusion has recently emerged as a promising paradigm in discrete data modeling. However, existing methods typically rely on a fixed rate transition matrix during training, which not only limits the expressiveness of latent representations, a fundamental strength of variational methods, but also constrains the overall design space. To address these limitations, we propose Discrete Markov Bridge, a novel framework specifically designed for discrete representation learning. Our approach is built upon two key components: Matrix Learning and Score Learning. We conduct a rigorous theoretical analysis, establishing formal performance guarantees for Matrix Learning and proving the convergence of the overall framework. Furthermore, we analyze the space complexity of our method, addressing practical constraints identified in prior studies. Extensive empirical evaluations validate the effectiveness of the proposed Discrete Markov Bridge, which achieves an Evidence Lower Bound (ELBO) of 1.38 on the Text8 dataset, outperforming established baselines. Moreover, the proposed model demonstrates competitive performance on the CIFAR-10 dataset, achieving results comparable to those obtained by image-specific generation approaches.
Abstract:Vision language models (VLMs) have achieved impressive performance across a variety of computer vision tasks. However, the multimodal reasoning capability has not been fully explored in existing models. In this paper, we propose a Chain-of-Focus (CoF) method that allows VLMs to perform adaptive focusing and zooming in on key image regions based on obtained visual cues and the given questions, achieving efficient multimodal reasoning. To enable this CoF capability, we present a two-stage training pipeline, including supervised fine-tuning (SFT) and reinforcement learning (RL). In the SFT stage, we construct the MM-CoF dataset, comprising 3K samples derived from a visual agent designed to adaptively identify key regions to solve visual tasks with different image resolutions and questions. We use MM-CoF to fine-tune the Qwen2.5-VL model for cold start. In the RL stage, we leverage the outcome accuracies and formats as rewards to update the Qwen2.5-VL model, enabling further refining the search and reasoning strategy of models without human priors. Our model achieves significant improvements on multiple benchmarks. On the V* benchmark that requires strong visual reasoning capability, our model outperforms existing VLMs by 5% among 8 image resolutions ranging from 224 to 4K, demonstrating the effectiveness of the proposed CoF method and facilitating the more efficient deployment of VLMs in practical applications.
Abstract:Reasoning ability, a core component of human intelligence, continues to pose a significant challenge for Large Language Models (LLMs) in the pursuit of AGI. Although model performance has improved under the training scaling law, significant challenges remain, particularly with respect to training algorithms, such as catastrophic forgetting, and the limited availability of novel training data. As an alternative, test-time scaling enhances reasoning performance by increasing test-time computation without parameter updating. Unlike prior methods in this paradigm focused on token space, we propose leveraging latent space for more effective reasoning and better adherence to the test-time scaling law. We introduce LatentSeek, a novel framework that enhances LLM reasoning through Test-Time Instance-level Adaptation (TTIA) within the model's latent space. Specifically, LatentSeek leverages policy gradient to iteratively update latent representations, guided by self-generated reward signals. LatentSeek is evaluated on a range of reasoning benchmarks, including GSM8K, MATH-500, and AIME2024, across multiple LLM architectures. Results show that LatentSeek consistently outperforms strong baselines, such as Chain-of-Thought prompting and fine-tuning-based methods. Furthermore, our analysis demonstrates that LatentSeek is highly efficient, typically converging within a few iterations for problems of average complexity, while also benefiting from additional iterations, thereby highlighting the potential of test-time scaling in the latent space. These findings position LatentSeek as a lightweight, scalable, and effective solution for enhancing the reasoning capabilities of LLMs.
Abstract:Multimodal agents, which integrate a controller (e.g., a large language model) with external tools, have demonstrated remarkable capabilities in tackling complex tasks. However, existing agents need to collect a large number of expert data for fine-tuning to adapt to new environments. In this paper, we propose an online self-exploration method for multimodal agents, namely SPORT, via step-wise preference optimization to refine the trajectories of agents, which automatically generates tasks and learns from solving the generated tasks, without any expert annotation. SPORT operates through four iterative components: task synthesis, step sampling, step verification, and preference tuning. First, we synthesize multi-modal tasks using language models. Then, we introduce a novel search scheme, where step sampling and step verification are executed alternately to solve each generated task. We employ a verifier to provide AI feedback to construct step-wise preference data. The data is subsequently used to update the controller's policy through preference tuning, producing a SPORT Agent. By interacting with real environments, the SPORT Agent evolves into a more refined and capable system. Evaluation in the GTA and GAIA benchmarks show that the SPORT Agent achieves 6.41\% and 3.64\% improvements, underscoring the generalization and effectiveness introduced by our method. The project page is https://SPORT-Agents.github.io.
Abstract:Embodied AI (EAI) research requires high-quality, diverse 3D scenes to effectively support skill acquisition, sim-to-real transfer, and generalization. Achieving these quality standards, however, necessitates the precise replication of real-world object diversity. Existing datasets demonstrate that this process heavily relies on artist-driven designs, which demand substantial human effort and present significant scalability challenges. To scalably produce realistic and interactive 3D scenes, we first present MetaScenes, a large-scale, simulatable 3D scene dataset constructed from real-world scans, which includes 15366 objects spanning 831 fine-grained categories. Then, we introduce Scan2Sim, a robust multi-modal alignment model, which enables the automated, high-quality replacement of assets, thereby eliminating the reliance on artist-driven designs for scaling 3D scenes. We further propose two benchmarks to evaluate MetaScenes: a detailed scene synthesis task focused on small item layouts for robotic manipulation and a domain transfer task in vision-and-language navigation (VLN) to validate cross-domain transfer. Results confirm MetaScene's potential to enhance EAI by supporting more generalizable agent learning and sim-to-real applications, introducing new possibilities for EAI research. Project website: https://meta-scenes.github.io/.
Abstract:Multimodal agents, which integrate a controller (e.g., a large language model) with external tools, have demonstrated remarkable capabilities in tackling complex tasks. However, existing agents need to collect a large number of expert data for fine-tuning to adapt to new environments. In this paper, we propose an online self-exploration method for multimodal agents, namely SPORT, via step-wise preference optimization to refine the trajectories of agents, which automatically generates tasks and learns from solving the generated tasks, without any expert annotation. SPORT operates through four iterative components: task synthesis, step sampling, step verification, and preference tuning. First, we synthesize multi-modal tasks using language models. Then, we introduce a novel search scheme, where step sampling and step verification are executed alternately to solve each generated task. We employ a verifier to provide AI feedback to construct step-wise preference data. The data is subsequently used to update the controller's policy through preference tuning, producing a SPORT Agent. By interacting with real environments, the SPORT Agent evolves into a more refined and capable system. Evaluation in the GTA and GAIA benchmarks show that the SPORT Agent achieves 6.41\% and 3.64\% improvements, underscoring the generalization and effectiveness introduced by our method. The project page is https://SPORT-Agents.github.io.
Abstract:Building Graphical User Interface (GUI) agents is a promising research direction, which simulates human interaction with computers or mobile phones to perform diverse GUI tasks. However, a major challenge in developing generalized GUI agents is the lack of sufficient trajectory data across various operating systems and applications, mainly due to the high cost of manual annotations. In this paper, we propose the TongUI framework that builds generalized GUI agents by learning from rich multimodal web tutorials. Concretely, we crawl and process online GUI tutorials (such as videos and articles) into GUI agent trajectory data, through which we produce the GUI-Net dataset containing 143K trajectory data across five operating systems and more than 200 applications. We develop the TongUI agent by fine-tuning Qwen2.5-VL-3B/7B models on GUI-Net, which show remarkable performance improvements on commonly used grounding and navigation benchmarks, outperforming baseline agents about 10\% on multiple benchmarks, showing the effectiveness of the GUI-Net dataset and underscoring the significance of our TongUI framework. We will fully open-source the code, the GUI-Net dataset, and the trained models soon.
Abstract:Existing 3D vision-language (3D-VL) benchmarks fall short in evaluating 3D-VL models, creating a "mist" that obscures rigorous insights into model capabilities and 3D-VL tasks. This mist persists due to three key limitations. First, flawed test data, like ambiguous referential text in the grounding task, can yield incorrect and unreliable test results. Second, oversimplified metrics such as simply averaging accuracy per question answering (QA) pair, cannot reveal true model capability due to their vulnerability to language variations. Third, existing benchmarks isolate the grounding and QA tasks, disregarding the underlying coherence that QA should be based on solid grounding capabilities. To unveil the "mist", we propose Beacon3D, a benchmark for 3D-VL grounding and QA tasks, delivering a perspective shift in the evaluation of 3D-VL understanding. Beacon3D features (i) high-quality test data with precise and natural language, (ii) object-centric evaluation with multiple tests per object to ensure robustness, and (iii) a novel chain-of-analysis paradigm to address language robustness and model performance coherence across grounding and QA. Our evaluation of state-of-the-art 3D-VL models on Beacon3D reveals that (i) object-centric evaluation elicits true model performance and particularly weak generalization in QA; (ii) grounding-QA coherence remains fragile in current 3D-VL models, and (iii) incorporating large language models (LLMs) to 3D-VL models, though as a prevalent practice, hinders grounding capabilities and has yet to elevate QA capabilities. We hope Beacon3D and our comprehensive analysis could benefit the 3D-VL community towards faithful developments.
Abstract:Decompositional reconstruction of 3D scenes, with complete shapes and detailed texture of all objects within, is intriguing for downstream applications but remains challenging, particularly with sparse views as input. Recent approaches incorporate semantic or geometric regularization to address this issue, but they suffer significant degradation in underconstrained areas and fail to recover occluded regions. We argue that the key to solving this problem lies in supplementing missing information for these areas. To this end, we propose DP-Recon, which employs diffusion priors in the form of Score Distillation Sampling (SDS) to optimize the neural representation of each individual object under novel views. This provides additional information for the underconstrained areas, but directly incorporating diffusion prior raises potential conflicts between the reconstruction and generative guidance. Therefore, we further introduce a visibility-guided approach to dynamically adjust the per-pixel SDS loss weights. Together these components enhance both geometry and appearance recovery while remaining faithful to input images. Extensive experiments across Replica and ScanNet++ demonstrate that our method significantly outperforms SOTA methods. Notably, it achieves better object reconstruction under 10 views than the baselines under 100 views. Our method enables seamless text-based editing for geometry and appearance through SDS optimization and produces decomposed object meshes with detailed UV maps that support photorealistic Visual effects (VFX) editing. The project page is available at https://dp-recon.github.io/.