Nanjing University of Science and Technology, Nanjing, China
Abstract:Since the emergence of large language models, prompt learning has become a popular method for optimizing and customizing these models. Special prompts, such as Chain-of-Thought, have even revealed previously unknown reasoning capabilities within these models. However, the progress of discovering effective prompts has been slow, driving a desire for general prompt optimization methods. Unfortunately, few existing prompt learning methods satisfy the criteria of being truly "general", i.e., automatic, discrete, black-box, gradient-free, and interpretable all at once. In this paper, we introduce metaheuristics, a branch of discrete non-convex optimization methods with over 100 options, as a promising approach to prompt learning. Within our paradigm, we test six typical methods: hill climbing, simulated annealing, genetic algorithms with/without crossover, tabu search, and harmony search, demonstrating their effectiveness in black-box prompt learning and Chain-of-Thought prompt tuning. Furthermore, we show that these methods can be used to discover more human-understandable prompts that were previously unknown, opening the door to a cornucopia of possibilities in prompt optimization. We release all the codes in \url{https://github.com/research4pan/Plum}.
Abstract:Reconstructing personalized animatable head avatars has significant implications in the fields of AR/VR. Existing methods for achieving explicit face control of 3D Morphable Models (3DMM) typically rely on multi-view images or videos of a single subject, making the reconstruction process complex. Additionally, the traditional rendering pipeline is time-consuming, limiting real-time animation possibilities. In this paper, we introduce CVTHead, a novel approach that generates controllable neural head avatars from a single reference image using point-based neural rendering. CVTHead considers the sparse vertices of mesh as the point set and employs the proposed Vertex-feature Transformer to learn local feature descriptors for each vertex. This enables the modeling of long-range dependencies among all the vertices. Experimental results on the VoxCeleb dataset demonstrate that CVTHead achieves comparable performance to state-of-the-art graphics-based methods. Moreover, it enables efficient rendering of novel human heads with various expressions, head poses, and camera views. These attributes can be explicitly controlled using the coefficients of 3DMMs, facilitating versatile and realistic animation in real-time scenarios.
Abstract:The integration of visual inputs with large language models (LLMs) has led to remarkable advancements in multi-modal capabilities, giving rise to visual large language models (VLLMs). However, effectively harnessing VLLMs for intricate visual perception tasks remains a challenge. In this paper, we present a novel end-to-end framework named PerceptionGPT, which efficiently and effectively equips the VLLMs with visual perception abilities by leveraging the representation power of LLMs' token embedding. Our proposed method treats the token embedding of the LLM as the carrier of spatial information, then leverage lightweight visual task encoders and decoders to perform visual perception tasks (e.g., detection, segmentation). Our approach significantly alleviates the training difficulty suffered by previous approaches that formulate the visual outputs as discrete tokens, and enables achieving superior performance with fewer trainable parameters, less training data and shorted training time. Moreover, as only one token embedding is required to decode the visual outputs, the resulting sequence length during inference is significantly reduced. Consequently, our approach enables accurate and flexible representations, seamless integration of visual perception tasks, and efficient handling of a multiple of visual outputs. We validate the effectiveness and efficiency of our approach through extensive experiments. The results demonstrate significant improvements over previous methods with much fewer trainable parameters and GPU hours, which facilitates future research in enabling LLMs with visual perception abilities.
Abstract:Modeling and synthesizing textures are essential for enhancing the realism of virtual environments. Methods that directly synthesize textures in 3D offer distinct advantages to the UV-mapping-based methods as they can create seamless textures and align more closely with the ways textures form in nature. We propose Mesh Neural Cellular Automata (MeshNCA), a method for directly synthesizing dynamic textures on 3D meshes without requiring any UV maps. MeshNCA is a generalized type of cellular automata that can operate on a set of cells arranged on a non-grid structure such as vertices of a 3D mesh. While only being trained on an Icosphere mesh, MeshNCA shows remarkable generalization and can synthesize textures on any mesh in real time after the training. Additionally, it accommodates multi-modal supervision and can be trained using different targets such as images, text prompts, and motion vector fields. Moreover, we conceptualize a way of grafting trained MeshNCA instances, enabling texture interpolation. Our MeshNCA model enables real-time 3D texture synthesis on meshes and allows several user interactions including texture density/orientation control, a grafting brush, and motion speed/direction control. Finally, we implement the forward pass of our MeshNCA model using the WebGL shading language and showcase our trained models in an online interactive demo which is accessible on personal computers and smartphones. Our demo and the high resolution version of this PDF are available at https://meshnca.github.io/.
Abstract:This paper investigates posterior sampling algorithms for competitive reinforcement learning (RL) in the context of general function approximations. Focusing on zero-sum Markov games (MGs) under two critical settings, namely self-play and adversarial learning, we first propose the self-play and adversarial generalized eluder coefficient (GEC) as complexity measures for function approximation, capturing the exploration-exploitation trade-off in MGs. Based on self-play GEC, we propose a model-based self-play posterior sampling method to control both players to learn Nash equilibrium, which can successfully handle the partial observability of states. Furthermore, we identify a set of partially observable MG models fitting MG learning with the adversarial policies of the opponent. Incorporating the adversarial GEC, we propose a model-based posterior sampling method for learning adversarial MG with potential partial observability. We further provide low regret bounds for proposed algorithms that can scale sublinearly with the proposed GEC and the number of episodes $T$. To the best of our knowledge, we for the first time develop generic model-based posterior sampling algorithms for competitive RL that can be applied to a majority of tractable zero-sum MG classes in both fully observable and partially observable MGs with self-play and adversarial learning.
Abstract:We investigate the problem of corruption robustness in offline reinforcement learning (RL) with general function approximation, where an adversary can corrupt each sample in the offline dataset, and the corruption level $\zeta\geq0$ quantifies the cumulative corruption amount over $n$ episodes and $H$ steps. Our goal is to find a policy that is robust to such corruption and minimizes the suboptimality gap with respect to the optimal policy for the uncorrupted Markov decision processes (MDPs). Drawing inspiration from the uncertainty-weighting technique from the robust online RL setting \citep{he2022nearly,ye2022corruptionrobust}, we design a new uncertainty weight iteration procedure to efficiently compute on batched samples and propose a corruption-robust algorithm for offline RL. Notably, under the assumption of single policy coverage and the knowledge of $\zeta$, our proposed algorithm achieves a suboptimality bound that is worsened by an additive factor of $\mathcal O(\zeta \cdot (\text{CC}(\lambda,\hat{\mathcal F},\mathcal Z_n^H))^{1/2} (C(\hat{\mathcal F},\mu))^{-1/2} n^{-1})$ due to the corruption. Here $\text{CC}(\lambda,\hat{\mathcal F},\mathcal Z_n^H)$ is the coverage coefficient that depends on the regularization parameter $\lambda$, the confidence set $\hat{\mathcal F}$, and the dataset $\mathcal Z_n^H$, and $C(\hat{\mathcal F},\mu)$ is a coefficient that depends on $\hat{\mathcal F}$ and the underlying data distribution $\mu$. When specialized to linear MDPs, the corruption-dependent error term reduces to $\mathcal O(\zeta d n^{-1})$ with $d$ being the dimension of the feature map, which matches the existing lower bound for corrupted linear MDPs. This suggests that our analysis is tight in terms of the corruption-dependent term.
Abstract:Offline reinforcement learning (RL) presents a promising approach for learning reinforced policies from offline datasets without the need for costly or unsafe interactions with the environment. However, datasets collected by humans in real-world environments are often noisy and may even be maliciously corrupted, which can significantly degrade the performance of offline RL. In this work, we first investigate the performance of current offline RL algorithms under comprehensive data corruption, including states, actions, rewards, and dynamics. Our extensive experiments reveal that implicit Q-learning (IQL) demonstrates remarkable resilience to data corruption among various offline RL algorithms. Furthermore, we conduct both empirical and theoretical analyses to understand IQL's robust performance, identifying its supervised policy learning scheme as the key factor. Despite its relative robustness, IQL still suffers from heavy-tail targets of Q functions under dynamics corruption. To tackle this challenge, we draw inspiration from robust statistics to employ the Huber loss to handle the heavy-tailedness and utilize quantile estimators to balance penalization for corrupted data and learning stability. By incorporating these simple yet effective modifications into IQL, we propose a more robust offline RL approach named Robust IQL (RIQL). Extensive experiments demonstrate that RIQL exhibits highly robust performance when subjected to diverse data corruption scenarios.
Abstract:Large image diffusion models enable novel view synthesis with high quality and excellent zero-shot capability. However, such models based on image-to-image translation have no guarantee of view consistency, limiting the performance for downstream tasks like 3D reconstruction and image-to-3D generation. To empower consistency, we propose Consistent123 to synthesize novel views simultaneously by incorporating additional cross-view attention layers and the shared self-attention mechanism. The proposed attention mechanism improves the interaction across all synthesized views, as well as the alignment between the condition view and novel views. In the sampling stage, such architecture supports simultaneously generating an arbitrary number of views while training at a fixed length. We also introduce a progressive classifier-free guidance strategy to achieve the trade-off between texture and geometry for synthesized object views. Qualitative and quantitative experiments show that Consistent123 outperforms baselines in view consistency by a large margin. Furthermore, we demonstrate a significant improvement of Consistent123 on varying downstream tasks, showing its great potential in the 3D generation field. The project page is available at consistent-123.github.io.
Abstract:Prior methods that tackle the problem of generalizable object pose estimation highly rely on having dense views of the unseen object. By contrast, we address the scenario where only a single reference view of the object is available. Our goal then is to estimate the relative object pose between this reference view and a query image that depicts the object in a different pose. In this scenario, robust generalization is imperative due to the presence of unseen objects during testing and the large-scale object pose variation between the reference and the query. To this end, we present a new hypothesis-and-verification framework, in which we generate and evaluate multiple pose hypotheses, ultimately selecting the most reliable one as the relative object pose. To measure reliability, we introduce a 3D-aware verification that explicitly applies 3D transformations to the 3D object representations learned from the two input images. Our comprehensive experiments on the Objaverse, LINEMOD, and CO3D datasets evidence the superior accuracy of our approach in relative pose estimation and its robustness in large-scale pose variations, when dealing with unseen objects.
Abstract:Generalization to out-of-distribution (OOD) data is a critical challenge in machine learning. Ensemble-based methods, like weight space ensembles that interpolate model parameters, have been shown to achieve superior OOD performance. However, the underlying mechanism for their effectiveness remains unclear. In this study, we closely examine WiSE-FT, a popular weight space ensemble method that interpolates between a pre-trained and a fine-tuned model. We observe an unexpected phenomenon, in which WiSE-FT successfully corrects many cases where each individual model makes incorrect predictions, which contributes significantly to its OOD effectiveness. To gain further insights, we conduct theoretical analysis in a multi-class setting with a large number of spurious features. Our analysis predicts the above phenomenon and it further shows that ensemble-based models reduce prediction errors in the OOD settings by utilizing a more diverse set of spurious features. Contrary to the conventional wisdom that focuses on learning invariant features for better OOD performance, our findings suggest that incorporating a large number of diverse spurious features weakens their individual contributions, leading to improved overall OOD generalization performance. Empirically we demonstrate the effectiveness of utilizing diverse spurious features on a MultiColorMNIST dataset, and our experimental results are consistent with the theoretical analysis. Building upon the new theoretical insights into the efficacy of ensemble methods, we further identify an issue of WiSE-FT caused by the overconfidence of fine-tuned models in OOD situations. This overconfidence magnifies the fine-tuned model's incorrect prediction, leading to deteriorated OOD ensemble performance. To remedy this problem, we propose a novel method called BAlaNced averaGing (BANG), which significantly enhances the OOD performance of WiSE-FT.