Large Language Models (LLM) have revolutionized Natural Language Processing (NLP), improving state-of-the-art on many existing tasks and exhibiting emergent capabilities. However, LLMs have not yet been successfully applied on semi-structured document information extraction, which is at the core of many document processing workflows and consists of extracting key entities from a visually rich document (VRD) given a predefined target schema. The main obstacles to LLM adoption in that task have been the absence of layout encoding within LLMs, critical for a high quality extraction, and the lack of a grounding mechanism ensuring the answer is not hallucinated. In this paper, we introduce Language Model-based Document Information Extraction and Localization (LMDX), a methodology to adapt arbitrary LLMs for document information extraction. LMDX can do extraction of singular, repeated, and hierarchical entities, both with and without training data, while providing grounding guarantees and localizing the entities within the document. In particular, we apply LMDX to the PaLM 2-S LLM and evaluate it on VRDU and CORD benchmarks, setting a new state-of-the-art and showing how LMDX enables the creation of high quality, data-efficient parsers.
We propose VQ-NeRF, a two-branch neural network model that incorporates Vector Quantization (VQ) to decompose and edit reflectance fields in 3D scenes. Conventional neural reflectance fields use only continuous representations to model 3D scenes, despite the fact that objects are typically composed of discrete materials in reality. This lack of discretization can result in noisy material decomposition and complicated material editing. To address these limitations, our model consists of a continuous branch and a discrete branch. The continuous branch follows the conventional pipeline to predict decomposed materials, while the discrete branch uses the VQ mechanism to quantize continuous materials into individual ones. By discretizing the materials, our model can reduce noise in the decomposition process and generate a segmentation map of discrete materials. Specific materials can be easily selected for further editing by clicking on the corresponding area of the segmentation outcomes. Additionally, we propose a dropout-based VQ codeword ranking strategy to predict the number of materials in a scene, which reduces redundancy in the material segmentation process. To improve usability, we also develop an interactive interface to further assist material editing. We evaluate our model on both computer-generated and real-world scenes, demonstrating its superior performance. To the best of our knowledge, our model is the first to enable discrete material editing in 3D scenes.
This paper presents a novel approach, called Prototype-based Self-Distillation (ProS), for unsupervised face representation learning. The existing supervised methods heavily rely on a large amount of annotated training facial data, which poses challenges in terms of data collection and privacy concerns. To address these issues, we propose ProS, which leverages a vast collection of unlabeled face images to learn a comprehensive facial omni-representation. In particular, ProS consists of two vision-transformers (teacher and student models) that are trained with different augmented images (cropping, blurring, coloring, etc.). Besides, we build a face-aware retrieval system along with augmentations to obtain the curated images comprising predominantly facial areas. To enhance the discrimination of learned features, we introduce a prototype-based matching loss that aligns the similarity distributions between features (teacher or student) and a set of learnable prototypes. After pre-training, the teacher vision transformer serves as a backbone for downstream tasks, including attribute estimation, expression recognition, and landmark alignment, achieved through simple fine-tuning with additional layers. Extensive experiments demonstrate that our method achieves state-of-the-art performance on various tasks, both in full and few-shot settings. Furthermore, we investigate pre-training with synthetic face images, and ProS exhibits promising performance in this scenario as well.
Single-stage multi-person human pose estimation (MPPE) methods have shown great performance improvements, but existing methods fail to disentangle features by individual instances under crowded scenes. In this paper, we propose a bounding box-level instance representation learning called BoIR, which simultaneously solves instance detection, instance disentanglement, and instance-keypoint association problems. Our new instance embedding loss provides a learning signal on the entire area of the image with bounding box annotations, achieving globally consistent and disentangled instance representation. Our method exploits multi-task learning of bottom-up keypoint estimation, bounding box regression, and contrastive instance embedding learning, without additional computational cost during inference. BoIR is effective for crowded scenes, outperforming state-of-the-art on COCO val (0.8 AP), COCO test-dev (0.5 AP), CrowdPose (4.9 AP), and OCHuman (3.5 AP). Code will be available at //github.com/uyoung-jeong/BoIR
Offline Imitation Learning (IL) is a powerful paradigm to learn visuomotor skills, especially for high-precision manipulation tasks. However, IL methods are prone to spurious correlation - expressive models may focus on distractors that are irrelevant to action prediction - and are thus fragile in real-world deployment. Prior methods have addressed this challenge by exploring different model architectures and action representations. However, none were able to balance between sample efficiency, robustness against distractors, and solving high-precision manipulation tasks with complex action space. To this end, we present $\textbf{C}$onstrained-$\textbf{C}$ontext $\textbf{C}$onditional $\textbf{D}$iffusion $\textbf{M}$odel (C3DM), a diffusion model policy for solving 6-DoF robotic manipulation tasks with high precision and ability to ignore distractions. A key component of C3DM is a fixation step that helps the action denoiser to focus on task-relevant regions around the predicted action while ignoring distractors in the context. We empirically show that C3DM is able to consistently achieve high success rate on a wide array of tasks, ranging from table top manipulation to industrial kitting, that require varying levels of precision and robustness to distractors. For details, please visit this //sites.google.com/view/c3dm-imitation-learning
Data augmentation techniques, such as simple image transformations and combinations, are highly effective at improving the generalization of computer vision models, especially when training data is limited. However, such techniques are fundamentally incompatible with differentially private learning approaches, due to the latter's built-in assumption that each training image's contribution to the learned model is bounded. In this paper, we investigate why naive applications of multi-sample data augmentation techniques, such as mixup, fail to achieve good performance and propose two novel data augmentation techniques specifically designed for the constraints of differentially private learning. Our first technique, DP-Mix_Self, achieves SoTA classification performance across a range of datasets and settings by performing mixup on self-augmented data. Our second technique, DP-Mix_Diff, further improves performance by incorporating synthetic data from a pre-trained diffusion model into the mixup process. We open-source the code at //github.com/wenxuan-Bao/DP-Mix.
The problem of spurious programs is a longstanding challenge when training a semantic parser from weak supervision. To eliminate such programs that have wrong semantics but correct denotation, existing methods focus on exploiting similarities between examples based on domain-specific knowledge. In this paper, we propose a domain-agnostic filtering mechanism based on program execution results. Specifically, for each program obtained through the search process, we first construct a representation that captures the program's semantics as execution results under various inputs. Then, we run a majority vote on these representations to identify and filter out programs with significantly different semantics from the other programs. In particular, our method is orthogonal to the program search process so that it can easily augment any of the existing weakly supervised semantic parsing frameworks. Empirical evaluations on the Natural Language Visual Reasoning and WikiTableQuestions demonstrate that applying our method to the existing semantic parsers induces significantly improved performances.
In this paper, we present JADE, a targeted linguistic fuzzing platform which strengthens the linguistic complexity of seed questions to simultaneously and consistently break a wide range of widely-used LLMs categorized in three groups: eight open-sourced Chinese, six commercial Chinese and four commercial English LLMs. JADE generates three safety benchmarks for the three groups of LLMs, which contain unsafe questions that are highly threatening: the questions simultaneously trigger harmful generation of multiple LLMs, with an average unsafe generation ratio of $70\%$ (please see the table below), while are still natural questions, fluent and preserving the core unsafe semantics. We release the benchmark demos generated for commercial English LLMs and open-sourced English LLMs in the following link: //github.com/whitzard-ai/jade-db. For readers who are interested in evaluating on more questions generated by JADE, please contact us. JADE is based on Noam Chomsky's seminal theory of transformational-generative grammar. Given a seed question with unsafe intention, JADE invokes a sequence of generative and transformational rules to increment the complexity of the syntactic structure of the original question, until the safety guardrail is broken. Our key insight is: Due to the complexity of human language, most of the current best LLMs can hardly recognize the invariant evil from the infinite number of different syntactic structures which form an unbound example space that can never be fully covered. Technically, the generative/transformative rules are constructed by native speakers of the languages, and, once developed, can be used to automatically grow and transform the parse tree of a given question, until the guardrail is broken. For more evaluation results and demo, please check our website: //whitzard-ai.github.io/jade.html.
Large Language Models (LLMs) are becoming increasingly smart and autonomous, targeting real-world pragmatic missions beyond traditional NLP tasks. As a result, there has been an urgent need to evaluate LLMs as agents on challenging tasks in interactive environments. We present AgentBench, a multi-dimensional evolving benchmark that currently consists of 8 distinct environments to assess LLM-as-Agent's reasoning and decision-making abilities in a multi-turn open-ended generation setting. Our extensive test over 25 LLMs (including APIs and open-sourced models) shows that, while top commercial LLMs present a strong ability of acting as agents in complex environments, there is a significant disparity in performance between them and open-sourced competitors. It also serves as a component of an ongoing project with wider coverage and deeper consideration towards systematic LLM evaluation. Datasets, environments, and an integrated evaluation package for AgentBench are released at //github.com/THUDM/AgentBench
Defensive deception is a promising approach for cyberdefense. Although defensive deception is increasingly popular in the research community, there has not been a systematic investigation of its key components, the underlying principles, and its tradeoffs in various problem settings. This survey paper focuses on defensive deception research centered on game theory and machine learning, since these are prominent families of artificial intelligence approaches that are widely employed in defensive deception. This paper brings forth insights, lessons, and limitations from prior work. It closes with an outline of some research directions to tackle major gaps in current defensive deception research.
Recently, ensemble has been applied to deep metric learning to yield state-of-the-art results. Deep metric learning aims to learn deep neural networks for feature embeddings, distances of which satisfy given constraint. In deep metric learning, ensemble takes average of distances learned by multiple learners. As one important aspect of ensemble, the learners should be diverse in their feature embeddings. To this end, we propose an attention-based ensemble, which uses multiple attention masks, so that each learner can attend to different parts of the object. We also propose a divergence loss, which encourages diversity among the learners. The proposed method is applied to the standard benchmarks of deep metric learning and experimental results show that it outperforms the state-of-the-art methods by a significant margin on image retrieval tasks.