In recent years, Large Language Models (LLMs) have demonstrated high reasoning capabilities, drawing attention for their applications as agents in various decision-making processes. One notably promising application of LLM agents is robotic manipulation. Recent research has shown that LLMs can generate text planning or control code for robots, providing substantial flexibility and interaction capabilities. However, these methods still face challenges in terms of flexibility and applicability across different environments, limiting their ability to adapt autonomously. Current approaches typically fall into two categories: those relying on environment-specific policy training, which restricts their transferability, and those generating code actions based on fixed prompts, which leads to diminished performance when confronted with new environments. These limitations significantly constrain the generalizability of agents in robotic manipulation. To address these limitations, we propose a novel method called EnvBridge. This approach involves the retention and transfer of successful robot control codes from source environments to target environments. EnvBridge enhances the agent's adaptability and performance across diverse settings by leveraging insights from multiple environments. Notably, our approach alleviates environmental constraints, offering a more flexible and generalizable solution for robotic manipulation tasks. We validated the effectiveness of our method using robotic manipulation benchmarks: RLBench, MetaWorld, and CALVIN. Our experiments demonstrate that LLM agents can successfully leverage diverse knowledge sources to solve complex tasks. Consequently, our approach significantly enhances the adaptability and robustness of robotic manipulation agents in planning across diverse environments.
Buildings are primary components of cities, often featuring repeated elements such as windows and doors. Traditional 3D building asset creation is labor-intensive and requires specialized skills to develop design rules. Recent generative models for building creation often overlook these patterns, leading to low visual fidelity and limited scalability. Drawing inspiration from procedural modeling techniques used in the gaming and visual effects industry, our method, Proc-GS, integrates procedural code into the 3D Gaussian Splatting (3D-GS) framework, leveraging their advantages in high-fidelity rendering and efficient asset management from both worlds. By manipulating procedural code, we can streamline this process and generate an infinite variety of buildings. This integration significantly reduces model size by utilizing shared foundational assets, enabling scalable generation with precise control over building assembly. We showcase the potential for expansive cityscape generation while maintaining high rendering fidelity and precise control on both real and synthetic cases.
Recent years have witnessed surprising achievements of decision-making policies across various fields, such as autonomous driving and robotics. Testing for decision-making policies is crucial with the existence of critical scenarios that may threaten their reliability. Numerous research efforts have been dedicated to testing these policies. However, there are still significant challenges, such as low testing efficiency and diversity due to the complexity of the policies and environments under test. Inspired by the remarkable capabilities of large language models (LLMs), in this paper, we propose an LLM-driven online testing framework for efficiently testing decision-making policies. The main idea is to employ an LLM-based test scenario generator to intelligently generate challenging test cases through contemplation and reasoning. Specifically, we first design a "generate-test-feedback" pipeline and apply templated prompt engineering to fully leverage the knowledge and reasoning abilities of LLMs. Then, we introduce a multi-scale scenario generation strategy to address the inherent challenges LLMs face in making fine adjustments, further enhancing testing efficiency. Finally, we evaluate the LLM-driven approach on five widely used benchmarks. The experimental results demonstrate that our method significantly outperforms baseline approaches in uncovering both critical and diverse scenarios.
In recent years, Large Language Models (LLMs) have shown great potential across a wide range of legal tasks. Despite these advances, mitigating hallucination remains a significant challenge, with state-of-the-art LLMs still frequently generating incorrect legal references. In this paper, we focus on the problem of legal citation prediction within the Australian law context, where correctly identifying and citing relevant legislations or precedents is critical. We compare several approaches: prompting general purpose and law-specialised LLMs, retrieval-only pipelines with both generic and domain-specific embeddings, task-specific instruction-tuning of LLMs, and hybrid strategies that combine LLMs with retrieval augmentation, query expansion, or voting ensembles. Our findings indicate that domain-specific pre-training alone is insufficient for achieving satisfactory citation accuracy even after law-specialised pre-training. In contrast, instruction tuning on our task-specific dataset dramatically boosts performance reaching the best results across all settings. We also highlight that database granularity along with the type of embeddings play a critical role in the performance of retrieval systems. Among retrieval-based approaches, hybrid methods consistently outperform retrieval-only setups, and among these, ensemble voting delivers the best result by combining the predictive quality of instruction-tuned LLMs with the retrieval system.
3D Gaussian Splatting (3DGS) has attracted significant attention for its potential to revolutionize 3D representation, rendering, and interaction. Despite the rapid growth of 3DGS research, its direct application to Extended Reality (XR) remains underexplored. Although many studies recognize the potential of 3DGS for XR, few have explicitly focused on or demonstrated its effectiveness within XR environments. In this paper, we aim to synthesize innovations in 3DGS that show specific potential for advancing XR research and development. We conduct a comprehensive review of publicly available 3DGS papers, with a focus on those referencing XR-related concepts. Additionally, we perform an in-depth analysis of innovations explicitly relevant to XR and propose a taxonomy to highlight their significance. Building on these insights, we propose several prospective XR research areas where 3DGS can make promising contributions, yet remain rarely touched. By investigating the intersection of 3DGS and XR, this paper provides a roadmap to push the boundaries of XR using cutting-edge 3DGS techniques.
Large Multimodal Models (LMMs) have demonstrated impressive capabilities in multimodal understanding and generation, pushing forward advancements in text-to-image generation. However, achieving accurate text-image alignment for LMMs, particularly in compositional scenarios, remains challenging. Existing approaches, such as layout planning for multi-step generation and learning from human feedback or AI feedback, depend heavily on prompt engineering, costly human annotations, and continual upgrading, limiting flexibility and scalability. In this work, we introduce a model-agnostic iterative self-improvement framework (SILMM) that can enable LMMs to provide helpful and scalable self-feedback and optimize text-image alignment via Direct Preference Optimization (DPO). DPO can readily applied to LMMs that use discrete visual tokens as intermediate image representations; while it is less suitable for LMMs with continuous visual features, as obtaining generation probabilities is challenging. To adapt SILMM to LMMs with continuous features, we propose a diversity mechanism to obtain diverse representations and a kernel-based continuous DPO for alignment. Extensive experiments on three compositional text-to-image generation benchmarks validate the effectiveness and superiority of SILMM, showing improvements exceeding 30% on T2I-CompBench++ and around 20% on DPG-Bench.
Multimodal Large Language Models (MLLMs) have garnered significant attention recently and demonstrate outstanding capabilities in various tasks such as OCR, VQA, captioning, $\textit{etc}$. However, hallucination remains a persistent issue. While numerous methods have been proposed to mitigate hallucinations, achieving notable improvements, these methods primarily focus on mitigating hallucinations about $\textbf{object/noun-related}$ concepts. Verb concepts, crucial for understanding human actions, have been largely overlooked. In this paper, to the best of our knowledge, we are the $\textbf{first}$ to investigate the $\textbf{verb hallucination}$ phenomenon of MLLMs from various perspectives. Our findings reveal that most state-of-the-art MLLMs suffer from severe verb hallucination. To assess the effectiveness of existing mitigation methods for object concept hallucination on verb hallucination, we evaluated these methods and found that they do not effectively address verb hallucination. To address this issue, we propose a novel rich verb knowledge-based tuning method to mitigate verb hallucination. The experiment results demonstrate that our method significantly reduces hallucinations related to verbs. $\textit{Our code and data will be made publicly available}$.
3D Gaussian Splatting has demonstrated notable success in large-scale scene reconstruction, but challenges persist due to high training memory consumption and storage overhead. Hybrid representations that integrate implicit and explicit features offer a way to mitigate these limitations. However, when applied in parallelized block-wise training, two critical issues arise since reconstruction accuracy deteriorates due to reduced data diversity when training each block independently, and parallel training restricts the number of divided blocks to the available number of GPUs. To address these issues, we propose Momentum-GS, a novel approach that leverages momentum-based self-distillation to promote consistency and accuracy across the blocks while decoupling the number of blocks from the physical GPU count. Our method maintains a teacher Gaussian decoder updated with momentum, ensuring a stable reference during training. This teacher provides each block with global guidance in a self-distillation manner, promoting spatial consistency in reconstruction. To further ensure consistency across the blocks, we incorporate block weighting, dynamically adjusting each block's weight according to its reconstruction accuracy. Extensive experiments on large-scale scenes show that our method consistently outperforms existing techniques, achieving a 12.8% improvement in LPIPS over CityGaussian with much fewer divided blocks and establishing a new state of the art. Project page: //jixuan-fan.github.io/Momentum-GS_Page/
In recent years, Face Image Quality Assessment (FIQA) has become an indispensable part of the face recognition system to guarantee the stability and reliability of recognition performance in an unconstrained scenario. For this purpose, the FIQA method should consider both the intrinsic property and the recognizability of the face image. Most previous works aim to estimate the sample-wise embedding uncertainty or pair-wise similarity as the quality score, which only considers the information from partial intra-class. However, these methods ignore the valuable information from the inter-class, which is for estimating to the recognizability of face image. In this work, we argue that a high-quality face image should be similar to its intra-class samples and dissimilar to its inter-class samples. Thus, we propose a novel unsupervised FIQA method that incorporates Similarity Distribution Distance for Face Image Quality Assessment (SDD-FIQA). Our method generates quality pseudo-labels by calculating the Wasserstein Distance (WD) between the intra-class similarity distributions and inter-class similarity distributions. With these quality pseudo-labels, we are capable of training a regression network for quality prediction. Extensive experiments on benchmark datasets demonstrate that the proposed SDD-FIQA surpasses the state-of-the-arts by an impressive margin. Meanwhile, our method shows good generalization across different recognition systems.
Graph Neural Networks (GNNs) have recently become increasingly popular due to their ability to learn complex systems of relations or interactions arising in a broad spectrum of problems ranging from biology and particle physics to social networks and recommendation systems. Despite the plethora of different models for deep learning on graphs, few approaches have been proposed thus far for dealing with graphs that present some sort of dynamic nature (e.g. evolving features or connectivity over time). In this paper, we present Temporal Graph Networks (TGNs), a generic, efficient framework for deep learning on dynamic graphs represented as sequences of timed events. Thanks to a novel combination of memory modules and graph-based operators, TGNs are able to significantly outperform previous approaches being at the same time more computationally efficient. We furthermore show that several previous models for learning on dynamic graphs can be cast as specific instances of our framework. We perform a detailed ablation study of different components of our framework and devise the best configuration that achieves state-of-the-art performance on several transductive and inductive prediction tasks for dynamic graphs.
ASR (automatic speech recognition) systems like Siri, Alexa, Google Voice or Cortana has become quite popular recently. One of the key techniques enabling the practical use of such systems in people's daily life is deep learning. Though deep learning in computer vision is known to be vulnerable to adversarial perturbations, little is known whether such perturbations are still valid on the practical speech recognition. In this paper, we not only demonstrate such attacks can happen in reality, but also show that the attacks can be systematically conducted. To minimize users' attention, we choose to embed the voice commands into a song, called CommandSong. In this way, the song carrying the command can spread through radio, TV or even any media player installed in the portable devices like smartphones, potentially impacting millions of users in long distance. In particular, we overcome two major challenges: minimizing the revision of a song in the process of embedding commands, and letting the CommandSong spread through the air without losing the voice "command". Our evaluation demonstrates that we can craft random songs to "carry" any commands and the modify is extremely difficult to be noticed. Specially, the physical attack that we play the CommandSongs over the air and record them can success with 94 percentage.