Zero-Shot Object Navigation (ZSON) requires agents to autonomously locate and approach unseen objects in unfamiliar environments and has emerged as a particularly challenging task within the domain of Embodied AI. Existing datasets for developing ZSON algorithms lack consideration of dynamic obstacles, object attribute diversity, and scene texts, thus exhibiting noticeable discrepancy from real-world situations. To address these issues, we propose a Dataset for Open-Vocabulary Zero-Shot Object Navigation in Dynamic Environments (DOZE) that comprises ten high-fidelity 3D scenes with over 18k tasks, aiming to mimic complex, dynamic real-world scenarios. Specifically, DOZE scenes feature multiple moving humanoid obstacles, a wide array of open-vocabulary objects, diverse distinct-attribute objects, and valuable textual hints. Besides, different from existing datasets that only provide collision checking between the agent and static obstacles, we enhance DOZE by integrating capabilities for detecting collisions between the agent and moving obstacles. This novel functionality enables evaluation of the agents' collision avoidance abilities in dynamic environments. We test four representative ZSON methods on DOZE, revealing substantial room for improvement in existing approaches concerning navigation efficiency, safety, and object recognition accuracy. Our dataset could be found at https://DOZE-Dataset.github.io/.
While Large Language Models (LLMs) demonstrate impressive capabilities in text generation, we find that their ability has yet to be generalized to music, humanity's creative language. We introduce ChatMusician, an open-source LLM that integrates intrinsic musical abilities. It is based on continual pre-training and finetuning LLaMA2 on a text-compatible music representation, ABC notation, and the music is treated as a second language. ChatMusician can understand and generate music with a pure text tokenizer without any external multi-modal neural structures or tokenizers. Interestingly, endowing musical abilities does not harm language abilities, even achieving a slightly higher MMLU score. Our model is capable of composing well-structured, full-length music, conditioned on texts, chords, melodies, motifs, musical forms, etc, surpassing GPT-4 baseline. On our meticulously curated college-level music understanding benchmark, MusicTheoryBench, ChatMusician surpasses LLaMA2 and GPT-3.5 on zero-shot setting by a noticeable margin. Our work reveals that LLMs can be an excellent compressor for music, but there remains significant territory to be conquered. We release our 4B token music-language corpora MusicPile, the collected MusicTheoryBench, code, model and demo in GitHub.
As the capabilities of Large-Language Models (LLMs) become widely recognized, there is an increasing demand for human-machine chat applications. Human interaction with text often inherently invokes mental imagery, an aspect that existing LLM-based chatbots like GPT-4 do not currently emulate, as they are confined to generating text-only content. To bridge this gap, we introduce ChatIllusion, an advanced Generative multimodal large language model (MLLM) that combines the capabilities of LLM with not only visual comprehension but also creativity. Specifically, ChatIllusion integrates Stable Diffusion XL and Llama, which have been fine-tuned on modest image-caption data, to facilitate multiple rounds of illustrated chats. The central component of ChatIllusion is the "GenAdapter," an efficient approach that equips the multimodal language model with capabilities for visual representation, without necessitating modifications to the foundational model. Extensive experiments validate the efficacy of our approach, showcasing its ability to produce diverse and superior-quality image outputs Simultaneously, it preserves semantic consistency and control over the dialogue, significantly enhancing the overall user's quality of experience (QoE). The code is available at https://github.com/litwellchi/ChatIllusion.
Generating vivid and emotional 3D co-speech gestures is crucial for virtual avatar animation in human-machine interaction applications. While the existing methods enable generating the gestures to follow a single emotion label, they overlook that long gesture sequence modeling with emotion transition is more practical in real scenes. In addition, the lack of large-scale available datasets with emotional transition speech and corresponding 3D human gestures also limits the addressing of this task. To fulfill this goal, we first incorporate the ChatGPT-4 and an audio inpainting approach to construct the high-fidelity emotion transition human speeches. Considering obtaining the realistic 3D pose annotations corresponding to the dynamically inpainted emotion transition audio is extremely difficult, we propose a novel weakly supervised training strategy to encourage authority gesture transitions. Specifically, to enhance the coordination of transition gestures w.r.t different emotional ones, we model the temporal association representation between two different emotional gesture sequences as style guidance and infuse it into the transition generation. We further devise an emotion mixture mechanism that provides weak supervision based on a learnable mixed emotion label for transition gestures. Last, we present a keyframe sampler to supply effective initial posture cues in long sequences, enabling us to generate diverse gestures. Extensive experiments demonstrate that our method outperforms the state-of-the-art models constructed by adapting single emotion-conditioned counterparts on our newly defined emotion transition task and datasets.
Multimodal learning has seen great success mining data features from multiple modalities with remarkable model performance improvement. Meanwhile, federated learning (FL) addresses the data sharing problem, enabling privacy-preserved collaborative training to provide sufficient precious data. Great potential, therefore, arises with the confluence of them, known as multimodal federated learning. However, limitation lies in the predominant approaches as they often assume that each local dataset records samples from all modalities. In this paper, we aim to bridge this gap by proposing an Unimodal Training - Multimodal Prediction (UTMP) framework under the context of multimodal federated learning. We design HA-Fedformer, a novel transformer-based model that empowers unimodal training with only a unimodal dataset at the client and multimodal testing by aggregating multiple clients' knowledge for better accuracy. The key advantages are twofold. Firstly, to alleviate the impact of data non-IID, we develop an uncertainty-aware aggregation method for the local encoders with layer-wise Markov Chain Monte Carlo sampling. Secondly, to overcome the challenge of unaligned language sequence, we implement a cross-modal decoder aggregation to capture the hidden signal correlation between decoders trained by data from different modalities. Our experiments on popular sentiment analysis benchmarks, CMU-MOSI and CMU-MOSEI, demonstrate that HA-Fedformer significantly outperforms state-of-the-art multimodal models under the UTMP federated learning frameworks, with 15%-20% improvement on most attributes.
Bird's-Eye-View (BEV) 3D Object Detection is a crucial multi-view technique for autonomous driving systems. Recently, plenty of works are proposed, following a similar paradigm consisting of three essential components, i.e., camera feature extraction, BEV feature construction, and task heads. Among the three components, BEV feature construction is BEV-specific compared with 2D tasks. Existing methods aggregate the multi-view camera features to the flattened grid in order to construct the BEV feature. However, flattening the BEV space along the height dimension fails to emphasize the informative features of different heights. For example, the barrier is located at a low height while the truck is located at a high height. In this paper, we propose a novel method named BEV Slice Attention Network (BEV-SAN) for exploiting the intrinsic characteristics of different heights. Instead of flattening the BEV space, we first sample along the height dimension to build the global and local BEV slices. Then, the features of BEV slices are aggregated from the camera features and merged by the attention mechanism. Finally, we fuse the merged local and global BEV features by a transformer to generate the final feature map for task heads. The purpose of local BEV slices is to emphasize informative heights. In order to find them, we further propose a LiDAR-guided sampling strategy to leverage the statistical distribution of LiDAR to determine the heights of local slices. Compared with uniform sampling, LiDAR-guided sampling can determine more informative heights. We conduct detailed experiments to demonstrate the effectiveness of BEV-SAN. Code will be released.
Vision-Centric Bird-Eye-View (BEV) perception has shown promising potential and attracted increasing attention in autonomous driving. Recent works mainly focus on improving efficiency or accuracy but neglect the domain shift problem, resulting in severe degradation of transfer performance. With extensive observations, we figure out the significant domain gaps existing in the scene, weather, and day-night changing scenarios and make the first attempt to solve the domain adaption problem for multi-view 3D object detection. Since BEV perception approaches are usually complicated and contain several components, the domain shift accumulation on multi-latent spaces makes BEV domain adaptation challenging. In this paper, we propose a novel Multi-level Multi-space Alignment Teacher-Student ($M^{2}ATS$) framework to ease the domain shift accumulation, which consists of a Depth-Aware Teacher (DAT) and a Multi-space Feature Aligned (MFA) student model. Specifically, DAT model adopts uncertainty guidance to sample reliable depth information in target domain. After constructing domain-invariant BEV perception, it then transfers pixel and instance-level knowledge to student model. To further alleviate the domain shift at the global level, MFA student model is introduced to align task-relevant multi-space features of two domains. To verify the effectiveness of $M^{2}ATS$, we conduct BEV 3D object detection experiments on four cross domain scenarios and achieve state-of-the-art performance (e.g., +12.6% NDS and +9.1% mAP on Day-Night). Code and dataset will be released.
Huge computational costs brought by convolution and batch normalization (BN) have caused great challenges for the online training and corresponding applications of deep neural networks (DNNs), especially in resource-limited devices. Existing works only focus on the convolution or BN acceleration and no solution can alleviate both problems with satisfactory performance. Online training has gradually become a trend in resource-limited devices like mobile phones while there is still no complete technical scheme with acceptable model performance, processing speed, and computational cost. In this research, an efficient online-training quantization framework termed EOQ is proposed by combining Fixup initialization and a novel quantization scheme for DNN model compression and acceleration. Based on the proposed framework, we have successfully realized full 8-bit integer network training and removed BN in large-scale DNNs. Especially, weight updates are quantized to 8-bit integers for the first time. Theoretical analyses of EOQ utilizing Fixup initialization for removing BN have been further given using a novel Block Dynamical Isometry theory with weaker assumptions. Benefiting from rational quantization strategies and the absence of BN, the full 8-bit networks based on EOQ can achieve state-of-the-art accuracy and immense advantages in computational cost and processing speed. What is more, the design of deep learning chips can be profoundly simplified for the absence of unfriendly square root operations in BN. Beyond this, EOQ has been evidenced to be more advantageous in small-batch online training with fewer batch samples. In summary, the EOQ framework is specially designed for reducing the high cost of convolution and BN in network training, demonstrating a broad application prospect of online training in resource-limited devices.