Monocular depth estimation has experienced significant progress on terrestrial images in recent years, largely due to deep learning advancements. However, it remains inadequate for underwater scenes, primarily because of data scarcity. Given the inherent challenges of light attenuation and backscattering in water, acquiring clear underwater images or precise depth information is notably difficult and costly. Consequently, learning-based approaches often rely on synthetic data or turn to unsupervised or self-supervised methods to mitigate this lack of data. Nonetheless, the performance of these methods is often constrained by the domain gap and looser constraints. In this paper, we propose a novel pipeline for generating photorealistic underwater images using accurate terrestrial depth data. This approach facilitates the training of supervised models for underwater depth estimation, effectively reducing the performance disparity between terrestrial and underwater environments. Contrary to prior synthetic datasets that merely apply style transfer to terrestrial images without altering the scene content, our approach uniquely creates vibrant, non-existent underwater scenes by leveraging terrestrial depth data through the innovative Stable Diffusion model. Specifically, we introduce a unique Depth2Underwater ControlNet, trained on specially prepared \{Underwater, Depth, Text\} data triplets, for this generation task. Our newly developed dataset enables terrestrial depth estimation models to achieve considerable improvements, both quantitatively and qualitatively, on unseen underwater images, surpassing their terrestrial pre-trained counterparts. Moreover, the enhanced depth accuracy for underwater scenes also aids underwater image restoration techniques that rely on depth maps, further demonstrating our dataset's utility. The dataset will be available at https://github.com/zkawfanx/Atlantis.
Large Language Models (LLMs) have demonstrated superior performance in language understanding benchmarks. CALM, a popular approach, leverages linguistic priors of LLMs -- GPT-2 -- for action candidate recommendations to improve the performance in text games in Jericho without environment-provided actions. However, CALM adapts GPT-2 with annotated human gameplays and keeps the LLM fixed during the learning of the text based games. In this work, we explore and evaluate updating LLM used for candidate recommendation during the learning of the text based game as well to mitigate the reliance on the human annotated gameplays, which are costly to acquire. We observe that by updating the LLM during learning using carefully selected in-game transitions, we can reduce the dependency on using human annotated game plays for fine-tuning the LLMs. We conducted further analysis to study the transferability of the updated LLMs and observed that transferring in-game trained models to other games did not result in a consistent transfer.
Recent advancements in diffusion-based models have demonstrated significant success in generating images from text. However, video editing models have not yet reached the same level of visual quality and user control. To address this, we introduce RAVE, a zero-shot video editing method that leverages pre-trained text-to-image diffusion models without additional training. RAVE takes an input video and a text prompt to produce high-quality videos while preserving the original motion and semantic structure. It employs a novel noise shuffling strategy, leveraging spatio-temporal interactions between frames, to produce temporally consistent videos faster than existing methods. It is also efficient in terms of memory requirements, allowing it to handle longer videos. RAVE is capable of a wide range of edits, from local attribute modifications to shape transformations. In order to demonstrate the versatility of RAVE, we create a comprehensive video evaluation dataset ranging from object-focused scenes to complex human activities like dancing and typing, and dynamic scenes featuring swimming fish and boats. Our qualitative and quantitative experiments highlight the effectiveness of RAVE in diverse video editing scenarios compared to existing methods. Our code, dataset and videos can be found in https://rave-video.github.io.
Vision-Language Models (VLMs) have emerged as promising tools for open-ended image understanding tasks, including open vocabulary segmentation. Yet, direct application of such VLMs to segmentation is non-trivial, since VLMs are trained with image-text pairs and naturally lack pixel-level granularity. Recent works have made advancements in bridging this gap, often by leveraging the shared image-text space in which the image and a provided text prompt are represented. In this paper, we challenge the capabilities of VLMs further and tackle open-vocabulary segmentation without the need for any textual input. To this end, we propose a novel Self-Guided Semantic Segmentation (Self-Seg) framework. Self-Seg is capable of automatically detecting relevant class names from clustered BLIP embeddings and using these for accurate semantic segmentation. In addition, we propose an LLM-based Open-Vocabulary Evaluator (LOVE) to effectively assess predicted open-vocabulary class names. We achieve state-of-the-art results on Pascal VOC, ADE20K and CityScapes for open-vocabulary segmentation without given class names, as well as competitive performance with methods where class names are given. All code and data will be released.
The capabilities of large language models have grown significantly in recent years and so too have concerns about their misuse. In this context, the ability to distinguish machine-generated text from human-authored content becomes important. Prior works have proposed numerous schemes to watermark text, which would benefit from a systematic evaluation framework. This work focuses on text watermarking techniques - as opposed to image watermarks - and proposes MARKMYWORDS, a comprehensive benchmark for them under different tasks as well as practical attacks. We focus on three main metrics: quality, size (e.g. the number of tokens needed to detect a watermark), and tamper-resistance. Current watermarking techniques are good enough to be deployed: Kirchenbauer et al. [1] can watermark Llama2-7B-chat with no perceivable loss in quality, the watermark can be detected with fewer than 100 tokens, and the scheme offers good tamper-resistance to simple attacks. We argue that watermark indistinguishability, a criteria emphasized in some prior works, is too strong a requirement: schemes that slightly modify logit distributions outperform their indistinguishable counterparts with no noticeable loss in generation quality. We publicly release our benchmark (https://github.com/wagner-group/MarkMyWords)
Conversational recommender systems (CRS) utilize natural language interactions and dialogue history to infer user preferences and provide accurate recommendations. Due to the limited conversation context and background knowledge, existing CRSs rely on external sources such as knowledge graphs to enrich the context and model entities based on their inter-relations. However, these methods ignore the rich intrinsic information within entities. To address this, we introduce the Knowledge-Enhanced Entity Representation Learning (KERL) framework, which leverages both the knowledge graph and a pre-trained language model to improve the semantic understanding of entities for CRS. In our KERL framework, entity textual descriptions are encoded via a pre-trained language model, while a knowledge graph helps reinforce the representation of these entities. We also employ positional encoding to effectively capture the temporal information of entities in a conversation. The enhanced entity representation is then used to develop a recommender component that fuses both entity and contextual representations for more informed recommendations, as well as a dialogue component that generates informative entity-related information in the response text. A high-quality knowledge graph with aligned entity descriptions is constructed to facilitate our study, namely the Wiki Movie Knowledge Graph (WikiMKG). The experimental results show that KERL achieves state-of-the-art results in both recommendation and response generation tasks.
The conversion of user epics or stories into their appropriate representation in pseudocode or code is a time-consuming task, which can take up a large portion of the time in an industrial project. With this research paper, we aim to present a methodology to generate pseudocode from a given agile user story of small functionalities so as to reduce the overall time spent on the industrial project. Pseudocode is a programming language agnostic representation of the steps involved in a computer program, which can be easily converted into any programming language. Leveraging the potential of Natural Language Processing, we want to simplify the development process in organizations that use the Agile Model of Software Development. We present a methodology to convert a problem described in the English language into pseudocode. This methodology divides the Text to Pseudocode conversion task into two stages or subtasks, each of which is treated like an individual machine translation task. Stage 1 is Text to Code Conversion and Stage 2 is Code to Pseudocode Conversion. We find that the CodeT5 model gives the best results in terms of BLEU score when trained separately on the two subtasks mentioned above. BLEU score is a metric that is used to measure the similarity between a machine-translated text and a set of reference translations.
We present a novel end-to-end method for long-form video temporal grounding to locate specific moments described by natural language queries. Prior long-video methods for this task typically contain two stages: proposal selection and grounding regression. However, the proposal selection of these methods is disjoint from the grounding network and is not trained end-to-end, which limits the effectiveness of these methods. Moreover, these methods operate uniformly over the entire temporal window, which is suboptimal given redundant and irrelevant features in long videos. In contrast to these prior approaches, we introduce RGNet, a unified network designed for jointly selecting proposals from hour-long videos and locating moments specified by natural language queries within them. To achieve this, we redefine proposal selection as a video-text retrieval task, i.e., retrieving the correct candidate videos given a text query. The core component of RGNet is a unified cross-modal RG-Encoder that bridges the two stages with shared features and mutual optimization. The encoder strategically focuses on relevant time frames using a sparse sampling technique. RGNet outperforms previous methods, demonstrating state-of-the-art performance on long video temporal grounding datasets MAD and Ego4D. The code is released at https://github.com/Tanveer81/RGNet
Dynamic analysis methods effectively identify shelled, wrapped, or obfuscated malware, thereby preventing them from invading computers. As a significant representation of dynamic malware behavior, the API (Application Programming Interface) sequence, comprised of consecutive API calls, has progressively become the dominant feature of dynamic analysis methods. Though there have been numerous deep learning models for malware detection based on API sequences, the quality of API call representations produced by those models is limited. These models cannot generate representations for unknown API calls, which weakens both the detection performance and the generalization. Further, the concept drift phenomenon of API calls is prominent. To tackle these issues, we introduce a prompt engineering-assisted malware dynamic analysis using GPT-4. In this method, GPT-4 is employed to create explanatory text for each API call within the API sequence. Afterward, the pre-trained language model BERT is used to obtain the representation of the text, from which we derive the representation of the API sequence. Theoretically, this proposed method is capable of generating representations for all API calls, excluding the necessity for dataset training during the generation process. Utilizing the representation, a CNN-based detection model is designed to extract the feature. We adopt five benchmark datasets to validate the performance of the proposed model. The experimental results reveal that the proposed detection algorithm performs better than the state-of-the-art method (TextCNN). Specifically, in cross-database experiments and few-shot learning experiments, the proposed model achieves excellent detection performance and almost a 100% recall rate for malware, verifying its superior generalization performance. The code is available at: github.com/yan-scnu/Prompted_Dynamic_Detection.
As pretrained text-to-image diffusion models become increasingly powerful, recent efforts have been made to distill knowledge from these text-to-image pretrained models for optimizing a text-guided 3D model. Most of the existing methods generate a holistic 3D model from a plain text input. This can be problematic when the text describes a complex scene with multiple objects, because the vectorized text embeddings are inherently unable to capture a complex description with multiple entities and relationships. Holistic 3D modeling of the entire scene further prevents accurate grounding of text entities and concepts. To address this limitation, we propose GraphDreamer, a novel framework to generate compositional 3D scenes from scene graphs, where objects are represented as nodes and their interactions as edges. By exploiting node and edge information in scene graphs, our method makes better use of the pretrained text-to-image diffusion model and is able to fully disentangle different objects without image-level supervision. To facilitate modeling of object-wise relationships, we use signed distance fields as representation and impose a constraint to avoid inter-penetration of objects. To avoid manual scene graph creation, we design a text prompt for ChatGPT to generate scene graphs based on text inputs. We conduct both qualitative and quantitative experiments to validate the effectiveness of GraphDreamer in generating high-fidelity compositional 3D scenes with disentangled object entities.