Text animation serves as an expressive medium, transforming static communication into dynamic experiences by infusing words with motion to evoke emotions, emphasize meanings, and construct compelling narratives. Crafting animations that are semantically aware poses significant challenges, demanding expertise in graphic design and animation. We present an automated text animation scheme, termed "Dynamic Typography", which combines two challenging tasks. It deforms letters to convey semantic meaning and infuses them with vibrant movements based on user prompts. Our technique harnesses vector graphics representations and an end-to-end optimization-based framework. This framework employs neural displacement fields to convert letters into base shapes and applies per-frame motion, encouraging coherence with the intended textual concept. Shape preservation techniques and perceptual loss regularization are employed to maintain legibility and structural integrity throughout the animation process. We demonstrate the generalizability of our approach across various text-to-video models and highlight the superiority of our end-to-end methodology over baseline methods, which might comprise separate tasks. Through quantitative and qualitative evaluations, we demonstrate the effectiveness of our framework in generating coherent text animations that faithfully interpret user prompts while maintaining readability. Our code is available at: https://animate-your-word.github.io/demo/.
In many Reinforcement Learning (RL) papers, learning curves are useful indicators to measure the effectiveness of RL algorithms. However, the complete raw data of the learning curves are rarely available. As a result, it is usually necessary to reproduce the experiments from scratch, which can be time-consuming and error-prone. We present Open RL Benchmark, a set of fully tracked RL experiments, including not only the usual data such as episodic return, but also all algorithm-specific and system metrics. Open RL Benchmark is community-driven: anyone can download, use, and contribute to the data. At the time of writing, more than 25,000 runs have been tracked, for a cumulative duration of more than 8 years. Open RL Benchmark covers a wide range of RL libraries and reference implementations. Special care is taken to ensure that each experiment is precisely reproducible by providing not only the full parameters, but also the versions of the dependencies used to generate it. In addition, Open RL Benchmark comes with a command-line interface (CLI) for easy fetching and generating figures to present the results. In this document, we include two case studies to demonstrate the usefulness of Open RL Benchmark in practice. To the best of our knowledge, Open RL Benchmark is the first RL benchmark of its kind, and the authors hope that it will improve and facilitate the work of researchers in the field.
Acquiring an accurate world model online for model-based reinforcement learning (MBRL) is challenging due to data nonstationarity, which typically causes catastrophic forgetting for neural networks (NNs). From the online learning perspective, a Follow-The-Leader (FTL) world model is desirable, which optimally fits all previous experiences at each round. Unfortunately, NN-based models need re-training on all accumulated data at every interaction step to achieve FTL, which is computationally expensive for lifelong agents. In this paper, we revisit models that can achieve FTL with incremental updates. Specifically, our world model is a linear regression model supported by nonlinear random features. The linear part ensures efficient FTL update while the nonlinear random feature empowers the fitting of complex environments. To best trade off model capacity and computation efficiency, we introduce a locality sensitive sparse encoding, which allows us to conduct efficient sparse updates even with very high dimensional nonlinear features. We validate the representation power of our encoding and verify that it allows efficient online learning under data covariate shift. We also show, in the Dyna MBRL setting, that our world models learned online using a single pass of trajectory data either surpass or match the performance of deep world models trained with replay and other continual learning methods.
We introduce AnyHome, a framework that translates open-vocabulary descriptions, ranging from simple labels to elaborate paragraphs, into well-structured and textured 3D indoor scenes at a house-scale. Inspired by cognition theories, AnyHome employs an amodal structured representation to capture 3D spatial cues from textual narratives and then uses egocentric inpainting to enrich these scenes. To this end, we begin by using specially designed template prompts for Large Language Models (LLMs), which enable precise control over the textual input. We then utilize intermediate representations to maintain the spatial structure's consistency, ensuring that the 3D scenes align closely with the textual description. Then, we apply a Score Distillation Sampling process to refine the placement of objects. Lastly, an egocentric inpainting process is incorporated to enhance the realism and appearance of the scenes. AnyHome stands out due to its hierarchical structured representation combined with the versatility of open-vocabulary text interpretation. This allows for extensive customization of indoor scenes at various levels of granularity. We demonstrate that AnyHome can reliably generate a range of diverse indoor scenes, characterized by their detailed spatial structures and textures, all corresponding to the free-form textual inputs.
Advanced silicon photonic technologies enable integrated optical sensing and communication (IOSAC) in real time for the emerging application requirements of simultaneous sensing and communication for next-generation networks. Here, we propose and demonstrate the IOSAC system on the silicon nitride (SiN) photonics platform. The IOSAC devices based on microring resonators are capable of monitoring the variation of analytes, transmitting the information to the terminal along with the modulated optical signal in real-time, and replacing bulk optics in high-precision and high-speed applications. By directly integrating SiN ring resonators with optical communication networks, simultaneous sensing and optical communication are demonstrated by an optical signal transmission experimental system using especially filtering amplified spontaneous emission spectra. The refractive index (RI) sensing ring with a sensitivity of 172 nm/RIU, a figure of merit (FOM) of 1220, and a detection limit (DL) of 8.2*10-6 RIU is demonstrated. Simultaneously, the 1.25 Gbps optical on-off-keying (OOK) signal is transmitted at the concentration of different NaCl solutions, which indicates the bit-error-ratio (BER) decreases with the increase in concentration. The novel IOSAC technology shows the potential to realize high-performance simultaneous biosensing and communication in real time and further accelerate the development of IoT and 6G networks.
ICD coding is designed to assign the disease codes to electronic health records (EHRs) upon discharge, which is crucial for billing and clinical statistics. In an attempt to improve the effectiveness and efficiency of manual coding, many methods have been proposed to automatically predict ICD codes from clinical notes. However, most previous works ignore the decisive information contained in structured medical data in EHRs, which is hard to be captured from the noisy clinical notes. In this paper, we propose a Tree-enhanced Multimodal Attention Network (TreeMAN) to fuse tabular features and textual features into multimodal representations by enhancing the text representations with tree-based features via the attention mechanism. Tree-based features are constructed according to decision trees learned from structured multimodal medical data, which capture the decisive information about ICD coding. We can apply the same multi-label classifier from previous text models to the multimodal representations to predict ICD codes. Experiments on two MIMIC datasets show that our method outperforms prior state-of-the-art ICD coding approaches. The code is available at https://github.com/liu-zichen/TreeMAN.
With the emergence of more powerful large language models (LLMs), such as ChatGPT and GPT-4, in-context learning (ICL) has gained significant prominence in leveraging these models for specific tasks by utilizing data-label pairs as precondition prompts. While incorporating demonstrations can greatly enhance the performance of LLMs across various tasks, it may introduce a new security concern: attackers can manipulate only the demonstrations without changing the input to perform an attack. In this paper, we investigate the security concern of ICL from an adversarial perspective, focusing on the impact of demonstrations. We propose an ICL attack based on TextAttack, which aims to only manipulate the demonstration without changing the input to mislead the models. Our results demonstrate that as the number of demonstrations increases, the robustness of in-context learning would decreases. Furthermore, we also observe that adversarially attacked demonstrations exhibit transferability to diverse input examples. These findings emphasize the critical security risks associated with ICL and underscore the necessity for extensive research on the robustness of ICL, particularly given its increasing significance in the advancement of LLMs.
MuZero Unplugged presents a promising approach for offline policy learning from logged data. It conducts Monte-Carlo Tree Search (MCTS) with a learned model and leverages Reanalyze algorithm to learn purely from offline data. For good performance, MCTS requires accurate learned models and a large number of simulations, thus costing huge computing time. This paper investigates a few hypotheses where MuZero Unplugged may not work well under the offline RL settings, including 1) learning with limited data coverage; 2) learning from offline data of stochastic environments; 3) improperly parameterized models given the offline data; 4) with a low compute budget. We propose to use a regularized one-step look-ahead approach to tackle the above issues. Instead of planning with the expensive MCTS, we use the learned model to construct an advantage estimation based on a one-step rollout. Policy improvements are towards the direction that maximizes the estimated advantage with regularization of the dataset. We conduct extensive empirical studies with BSuite environments to verify the hypotheses and then run our algorithm on the RL Unplugged Atari benchmark. Experimental results show that our proposed approach achieves stable performance even with an inaccurate learned model. On the large-scale Atari benchmark, the proposed method outperforms MuZero Unplugged by 43%. Most significantly, it uses only 5.6% wall-clock time (i.e., 1 hour) compared to MuZero Unplugged (i.e., 17.8 hours) to achieve a 150% IQM normalized score with the same hardware and software stacks.
There has been significant progress in developing reinforcement learning (RL) training systems. Past works such as IMPALA, Apex, Seed RL, Sample Factory, and others aim to improve the system's overall throughput. In this paper, we try to address a common bottleneck in the RL training system, i.e., parallel environment execution, which is often the slowest part of the whole system but receives little attention. With a curated design for paralleling RL environments, we have improved the RL environment simulation speed across different hardware setups, ranging from a laptop, and a modest workstation, to a high-end machine like NVIDIA DGX-A100. On a high-end machine, EnvPool achieves 1 million frames per second for the environment execution on Atari environments and 3 million frames per second on MuJoCo environments. When running on a laptop, the speed of EnvPool is 2.8 times of the Python subprocess. Moreover, great compatibility with existing RL training libraries has been demonstrated in the open-sourced community, including CleanRL, rl_games, DeepMind Acme, etc. Finally, EnvPool allows researchers to iterate their ideas at a much faster pace and has the great potential to become the de facto RL environment execution engine. Example runs show that it takes only 5 minutes to train Atari Pong and MuJoCo Ant, both on a laptop. EnvPool has already been open-sourced at https://github.com/sail-sg/envpool.