Abstract:We propose Reasoning to Ground (R2G), a neural symbolic model that grounds the target objects within 3D scenes in a reasoning manner. In contrast to prior works, R2G explicitly models the 3D scene with a semantic concept-based scene graph; recurrently simulates the attention transferring across object entities; thus makes the process of grounding the target objects with the highest probability interpretable. Specifically, we respectively embed multiple object properties within the graph nodes and spatial relations among entities within the edges, utilizing a predefined semantic vocabulary. To guide attention transferring, we employ learning or prompting-based methods to analyze the referential utterance and convert it into reasoning instructions within the same semantic space. In each reasoning round, R2G either (1) merges current attention distribution with the similarity between the instruction and embedded entity properties or (2) shifts the attention across the scene graph based on the similarity between the instruction and embedded spatial relations. The experiments on Sr3D/Nr3D benchmarks show that R2G achieves a comparable result with the prior works while maintaining improved interpretability, breaking a new path for 3D language grounding.
Abstract:Generating semantically and temporally aligned audio content in accordance with video input has become a focal point for researchers, particularly following the remarkable breakthrough in text-to-video generation. In this work, we aim to offer insights into the video-to-audio generation paradigm, focusing on three crucial aspects: vision encoders, auxiliary embeddings, and data augmentation techniques. Beginning with a foundational model VTA-LDM built on a simple yet surprisingly effective intuition, we explore various vision encoders and auxiliary embeddings through ablation studies. Employing a comprehensive evaluation pipeline that emphasizes generation quality and video-audio synchronization alignment, we demonstrate that our model exhibits state-of-the-art video-to-audio generation capabilities. Furthermore, we provide critical insights into the impact of different data augmentation methods on enhancing the generation framework's overall capacity. We showcase possibilities to advance the challenge of generating synchronized audio from semantic and temporal perspectives. We hope these insights will serve as a stepping stone toward developing more realistic and accurate audio-visual generation models.
Abstract:Despite significant advancements in text-to-motion synthesis, generating language-guided human motion within 3D environments poses substantial challenges. These challenges stem primarily from (i) the absence of powerful generative models capable of jointly modeling natural language, 3D scenes, and human motion, and (ii) the generative models' intensive data requirements contrasted with the scarcity of comprehensive, high-quality, language-scene-motion datasets. To tackle these issues, we introduce a novel two-stage framework that employs scene affordance as an intermediate representation, effectively linking 3D scene grounding and conditional motion generation. Our framework comprises an Affordance Diffusion Model (ADM) for predicting explicit affordance map and an Affordance-to-Motion Diffusion Model (AMDM) for generating plausible human motions. By leveraging scene affordance maps, our method overcomes the difficulty in generating human motion under multimodal condition signals, especially when training with limited data lacking extensive language-scene-motion pairs. Our extensive experiments demonstrate that our approach consistently outperforms all baselines on established benchmarks, including HumanML3D and HUMANISE. Additionally, we validate our model's exceptional generalization capabilities on a specially curated evaluation set featuring previously unseen descriptions and scenes.
Abstract:Storytelling aims to generate reasonable and vivid narratives based on an ordered image stream. The fidelity to the image story theme and the divergence of story plots attract readers to keep reading. Previous works iteratively improved the alignment of multiple modalities but ultimately resulted in the generation of simplistic storylines for image streams. In this work, we propose a new pipeline, termed LLaMS, to generate multimodal human-level stories that are embodied in expressiveness and consistency. Specifically, by fully exploiting the commonsense knowledge within the LLM, we first employ a sequence data auto-enhancement strategy to enhance factual content expression and leverage a textual reasoning architecture for expressive story generation and prediction. Secondly, we propose SQ-Adatpter module for story illustration generation which can maintain sequence consistency. Numerical results are conducted through human evaluation to verify the superiority of proposed LLaMS. Evaluations show that LLaMS achieves state-of-the-art storytelling performance and 86% correlation and 100% consistency win rate as compared with previous SOTA methods. Furthermore, ablation experiments are conducted to verify the effectiveness of proposed sequence data enhancement and SQ-Adapter.
Abstract:All-in-one (AiO) frameworks restore various adverse weather degradations with a single set of networks jointly. To handle various weather conditions, an AiO framework is expected to adaptively learn weather-specific knowledge for different degradations and shared knowledge for common patterns. However, existing methods: 1) rely on extra supervision signals, which are usually unknown in real-world applications; 2) employ fixed network structures, which restrict the diversity of weather-specific knowledge. In this paper, we propose a Language-driven Restoration framework (LDR) to alleviate the aforementioned issues. First, we leverage the power of pre-trained vision-language (PVL) models to enrich the diversity of weather-specific knowledge by reasoning about the occurrence, type, and severity of degradation, generating description-based degradation priors. Then, with the guidance of degradation prior, we sparsely select restoration experts from a candidate list dynamically based on a Mixture-of-Experts (MoE) structure. This enables us to adaptively learn the weather-specific and shared knowledge to handle various weather conditions (e.g., unknown or mixed weather). Experiments on extensive restoration scenarios show our superior performance (see Fig. 1). The source code will be made available.
Abstract:Recent advances in vision-language learning have achieved notable success on complete-information question-answering datasets through the integration of extensive world knowledge. Yet, most models operate passively, responding to questions based on pre-stored knowledge. In stark contrast, humans possess the ability to actively explore, accumulate, and reason using both newfound and existing information to tackle incomplete-information questions. In response to this gap, we introduce $Conan$, an interactive open-world environment devised for the assessment of active reasoning. $Conan$ facilitates active exploration and promotes multi-round abductive inference, reminiscent of rich, open-world settings like Minecraft. Diverging from previous works that lean primarily on single-round deduction via instruction following, $Conan$ compels agents to actively interact with their surroundings, amalgamating new evidence with prior knowledge to elucidate events from incomplete observations. Our analysis on $Conan$ underscores the shortcomings of contemporary state-of-the-art models in active exploration and understanding complex scenarios. Additionally, we explore Abduction from Deduction, where agents harness Bayesian rules to recast the challenge of abduction as a deductive process. Through $Conan$, we aim to galvanize advancements in active reasoning and set the stage for the next generation of artificial intelligence agents adept at dynamically engaging in environments.
Abstract:VLN-CE is a recently released embodied task, where AI agents need to navigate a freely traversable environment to reach a distant target location, given language instructions. It poses great challenges due to the huge space of possible strategies. Driven by the belief that the ability to anticipate the consequences of future actions is crucial for the emergence of intelligent and interpretable planning behavior, we propose DREAMWALKER -- a world model based VLN-CE agent. The world model is built to summarize the visual, topological, and dynamic properties of the complicated continuous environment into a discrete, structured, and compact representation. DREAMWALKER can simulate and evaluate possible plans entirely in such internal abstract world, before executing costly actions. As opposed to existing model-free VLN-CE agents simply making greedy decisions in the real world, which easily results in shortsighted behaviors, DREAMWALKER is able to make strategic planning through large amounts of ``mental experiments.'' Moreover, the imagined future scenarios reflect our agent's intention, making its decision-making process more transparent. Extensive experiments and ablation studies on VLN-CE dataset confirm the effectiveness of the proposed approach and outline fruitful directions for future work.
Abstract:Without explicit feedback, humans can rapidly learn the meaning of words. Children can acquire a new word after just a few passive exposures, a process known as fast mapping. This word learning capability is believed to be the most fundamental building block of multimodal understanding and reasoning. Despite recent advancements in multimodal learning, a systematic and rigorous evaluation is still missing for human-like word learning in machines. To fill in this gap, we introduce the MachinE Word Learning (MEWL) benchmark to assess how machines learn word meaning in grounded visual scenes. MEWL covers human's core cognitive toolkits in word learning: cross-situational reasoning, bootstrapping, and pragmatic learning. Specifically, MEWL is a few-shot benchmark suite consisting of nine tasks for probing various word learning capabilities. These tasks are carefully designed to be aligned with the children's core abilities in word learning and echo the theories in the developmental literature. By evaluating multimodal and unimodal agents' performance with a comparative analysis of human performance, we notice a sharp divergence in human and machine word learning. We further discuss these differences between humans and machines and call for human-like few-shot word learning in machines.
Abstract:Knowledge Graph Embedding (KGE) is a fundamental technique that extracts expressive representation from knowledge graph (KG) to facilitate diverse downstream tasks. The emerging federated KGE (FKGE) collaboratively trains from distributed KGs held among clients while avoiding exchanging clients' sensitive raw KGs, which can still suffer from privacy threats as evidenced in other federated model trainings (e.g., neural networks). However, quantifying and defending against such privacy threats remain unexplored for FKGE which possesses unique properties not shared by previously studied models. In this paper, we conduct the first holistic study of the privacy threat on FKGE from both attack and defense perspectives. For the attack, we quantify the privacy threat by proposing three new inference attacks, which reveal substantial privacy risk by successfully inferring the existence of the KG triple from victim clients. For the defense, we propose DP-Flames, a novel differentially private FKGE with private selection, which offers a better privacy-utility tradeoff by exploiting the entity-binding sparse gradient property of FKGE and comes with a tight privacy accountant by incorporating the state-of-the-art private selection technique. We further propose an adaptive privacy budget allocation policy to dynamically adjust defense magnitude across the training procedure. Comprehensive evaluations demonstrate that the proposed defense can successfully mitigate the privacy threat by effectively reducing the success rate of inference attacks from $83.1\%$ to $59.4\%$ on average with only a modest utility decrease.
Abstract:We introduce SceneDiffuser, a conditional generative model for 3D scene understanding. SceneDiffuser provides a unified model for solving scene-conditioned generation, optimization, and planning. In contrast to prior works, SceneDiffuser is intrinsically scene-aware, physics-based, and goal-oriented. With an iterative sampling strategy, SceneDiffuser jointly formulates the scene-aware generation, physics-based optimization, and goal-oriented planning via a diffusion-based denoising process in a fully differentiable fashion. Such a design alleviates the discrepancies among different modules and the posterior collapse of previous scene-conditioned generative models. We evaluate SceneDiffuser with various 3D scene understanding tasks, including human pose and motion generation, dexterous grasp generation, path planning for 3D navigation, and motion planning for robot arms. The results show significant improvements compared with previous models, demonstrating the tremendous potential of SceneDiffuser for the broad community of 3D scene understanding.