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Recent advancements in algorithms for sequential decision-making under imperfect information have shown remarkable success in large games such as limit- and no-limit poker. These algorithms traditionally formalize the games using the extensive-form game formalism, which, as we show, while theoretically sound, is memory-inefficient and computationally intensive in practice. To mitigate these challenges, a popular workaround involves using a specialized representation based on player specific information-state trees. However, as we show, this alternative significantly narrows the set of games that can be represented efficiently. In this study, we identify the set of large games on which modern algorithms have been benchmarked as being naturally represented by Sequential Bayesian Games. We elucidate the critical differences between extensive-form game and sequential Bayesian game representations, both theoretically and empirically. We further argue that the impressive experimental results often cited in the literature may be skewed, as they frequently stem from testing these algorithms only on this restricted class of games. By understanding these nuances, we aim to guide future research in developing more universally applicable and efficient algorithms for sequential decision-making under imperfect information.

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Retrieval-Augmented Generation (RAG) systems represent a significant advancement over traditional Large Language Models (LLMs). RAG systems enhance their generation ability by incorporating external data retrieved through an Information Retrieval (IR) phase, overcoming the limitations of standard LLMs, which are restricted to their pre-trained knowledge and limited context window. Most research in this area has predominantly concentrated on the generative aspect of LLMs within RAG systems. Our study fills this gap by thoroughly and critically analyzing the influence of IR components on RAG systems. This paper analyzes which characteristics a retriever should possess for an effective RAG's prompt formulation, focusing on the type of documents that should be retrieved. We evaluate various elements, such as the relevance of the documents to the prompt, their position, and the number included in the context. Our findings reveal, among other insights, that including irrelevant documents can unexpectedly enhance performance by more than 30% in accuracy, contradicting our initial assumption of diminished quality. These results underscore the need for developing specialized strategies to integrate retrieval with language generation models, thereby laying the groundwork for future research in this field.

Video restoration task aims to recover high-quality videos from low-quality observations. This contains various important sub-tasks, such as video denoising, deblurring and low-light enhancement, since video often faces different types of degradation, such as blur, low light, and noise. Even worse, these kinds of degradation could happen simultaneously when taking videos in extreme environments. This poses significant challenges if one wants to remove these artifacts at the same time. In this paper, to the best of our knowledge, we are the first to propose an efficient end-to-end video transformer approach for the joint task of video deblurring, low-light enhancement, and denoising. This work builds a novel multi-tier transformer where each tier uses a different level of degraded video as a target to learn the features of video effectively. Moreover, we carefully design a new tier-to-tier feature fusion scheme to learn video features incrementally and accelerate the training process with a suitable adaptive weighting scheme. We also provide a new Multiscene-Lowlight-Blur-Noise (MLBN) dataset, which is generated according to the characteristics of the joint task based on the RealBlur dataset and YouTube videos to simulate realistic scenes as far as possible. We have conducted extensive experiments, compared with many previous state-of-the-art methods, to show the effectiveness of our approach clearly.

Recent advancements in text-to-image models have significantly enhanced image generation capabilities, yet a notable gap of open-source models persists in bilingual or Chinese language support. To address this need, we present Taiyi-Diffusion-XL, a new Chinese and English bilingual text-to-image model which is developed by extending the capabilities of CLIP and Stable-Diffusion-XL through a process of bilingual continuous pre-training. This approach includes the efficient expansion of vocabulary by integrating the most frequently used Chinese characters into CLIP's tokenizer and embedding layers, coupled with an absolute position encoding expansion. Additionally, we enrich text prompts by large vision-language model, leading to better images captions and possess higher visual quality. These enhancements are subsequently applied to downstream text-to-image models. Our empirical results indicate that the developed CLIP model excels in bilingual image-text retrieval.Furthermore, the bilingual image generation capabilities of Taiyi-Diffusion-XL surpass previous models. This research leads to the development and open-sourcing of the Taiyi-Diffusion-XL model, representing a notable advancement in the field of image generation, particularly for Chinese language applications. This contribution is a step forward in addressing the need for more diverse language support in multimodal research. The model and demonstration are made publicly available at \href{//huggingface.co/IDEA-CCNL/Taiyi-Stable-Diffusion-XL-3.5B/}{this https URL}, fostering further research and collaboration in this domain.

Over the last decade, researchers have extensively explored the vulnerabilities of Android malware detectors to adversarial examples through the development of evasion attacks; however, the practicality of these attacks in real-world scenarios remains arguable. The majority of studies have assumed attackers know the details of the target classifiers used for malware detection, while in reality, malicious actors have limited access to the target classifiers. This paper introduces EvadeDroid, a problem-space adversarial attack designed to effectively evade black-box Android malware detectors in real-world scenarios. EvadeDroid constructs a collection of problem-space transformations derived from benign donors that share opcode-level similarity with malware apps by leveraging an n-gram-based approach. These transformations are then used to morph malware instances into benign ones via an iterative and incremental manipulation strategy. The proposed manipulation technique is a query-efficient optimization algorithm that can find and inject optimal sequences of transformations into malware apps. Our empirical evaluations, carried out on 1K malware apps, demonstrate the effectiveness of our approach in generating real-world adversarial examples in both soft- and hard-label settings. Our findings reveal that EvadeDroid can effectively deceive diverse malware detectors that utilize different features with various feature types. Specifically, EvadeDroid achieves evasion rates of 80%-95% against DREBIN, Sec-SVM, ADE-MA, MaMaDroid, and Opcode-SVM with only 1-9 queries. Furthermore, we show that the proposed problem-space adversarial attack is able to preserve its stealthiness against five popular commercial antiviruses with an average of 79% evasion rate, thus demonstrating its feasibility in the real world.

Despite the impressive performance across numerous tasks, large language models (LLMs) often fail in solving simple decision-making tasks due to the misalignment of the knowledge in LLMs with environments. On the contrary, reinforcement learning (RL) agents learn policies from scratch, which makes them always align with environments but difficult to incorporate prior knowledge for efficient explorations. To narrow the gap, we propose TWOSOME, a novel general online framework that deploys LLMs as decision-making agents to efficiently interact and align with embodied environments via RL without requiring any prepared datasets or prior knowledge of the environments. Firstly, we query the joint probabilities of each valid action with LLMs to form behavior policies. Then, to enhance the stability and robustness of the policies, we propose two normalization methods and summarize four prompt design principles. Finally, we design a novel parameter-efficient training architecture where the actor and critic share one frozen LLM equipped with low-rank adapters (LoRA) updated by PPO. We conduct extensive experiments to evaluate TWOSOME. i) TWOSOME exhibits significantly better sample efficiency and performance compared to the conventional RL method, PPO, and prompt tuning method, SayCan, in both classical decision-making environment, Overcooked, and simulated household environment, VirtualHome. ii) Benefiting from LLMs' open-vocabulary feature, TWOSOME shows superior generalization ability to unseen tasks. iii) Under our framework, there is no significant loss of the LLMs' original ability during online PPO finetuning.

Incremental decision making in real-world environments is one of the most challenging tasks in embodied artificial intelligence. One particularly demanding scenario is Vision and Language Navigation~(VLN) which requires visual and natural language understanding as well as spatial and temporal reasoning capabilities. The embodied agent needs to ground its understanding of navigation instructions in observations of a real-world environment like Street View. Despite the impressive results of LLMs in other research areas, it is an ongoing problem of how to best connect them with an interactive visual environment. In this work, we propose VELMA, an embodied LLM agent that uses a verbalization of the trajectory and of visual environment observations as contextual prompt for the next action. Visual information is verbalized by a pipeline that extracts landmarks from the human written navigation instructions and uses CLIP to determine their visibility in the current panorama view. We show that VELMA is able to successfully follow navigation instructions in Street View with only two in-context examples. We further finetune the LLM agent on a few thousand examples and achieve 25%-30% relative improvement in task completion over the previous state-of-the-art for two datasets.

Image generation using generative AI is rapidly becoming a major new source of visual media, with billions of AI generated images created using diffusion models such as Stable Diffusion and Midjourney over the last few years. In this paper we collect and analyse over 3 million prompts and the images they generate. Using natural language processing, topic analysis and visualisation methods we aim to understand collectively how people are using text prompts, the impact of these systems on artists, and more broadly on the visual cultures they promote. Our study shows that prompting focuses largely on surface aesthetics, reinforcing cultural norms, popular conventional representations and imagery. We also find that many users focus on popular topics (such as making colouring books, fantasy art, or Christmas cards), suggesting that the dominant use for the systems analysed is recreational rather than artistic.

The advent of large language models marks a revolutionary breakthrough in artificial intelligence. With the unprecedented scale of training and model parameters, the capability of large language models has been dramatically improved, leading to human-like performances in understanding, language synthesizing, and common-sense reasoning, etc. Such a major leap-forward in general AI capacity will change the pattern of how personalization is conducted. For one thing, it will reform the way of interaction between humans and personalization systems. Instead of being a passive medium of information filtering, large language models present the foundation for active user engagement. On top of such a new foundation, user requests can be proactively explored, and user's required information can be delivered in a natural and explainable way. For another thing, it will also considerably expand the scope of personalization, making it grow from the sole function of collecting personalized information to the compound function of providing personalized services. By leveraging large language models as general-purpose interface, the personalization systems may compile user requests into plans, calls the functions of external tools to execute the plans, and integrate the tools' outputs to complete the end-to-end personalization tasks. Today, large language models are still being developed, whereas the application in personalization is largely unexplored. Therefore, we consider it to be the right time to review the challenges in personalization and the opportunities to address them with LLMs. In particular, we dedicate this perspective paper to the discussion of the following aspects: the development and challenges for the existing personalization system, the newly emerged capabilities of large language models, and the potential ways of making use of large language models for personalization.

Images can convey rich semantics and induce various emotions in viewers. Recently, with the rapid advancement of emotional intelligence and the explosive growth of visual data, extensive research efforts have been dedicated to affective image content analysis (AICA). In this survey, we will comprehensively review the development of AICA in the recent two decades, especially focusing on the state-of-the-art methods with respect to three main challenges -- the affective gap, perception subjectivity, and label noise and absence. We begin with an introduction to the key emotion representation models that have been widely employed in AICA and description of available datasets for performing evaluation with quantitative comparison of label noise and dataset bias. We then summarize and compare the representative approaches on (1) emotion feature extraction, including both handcrafted and deep features, (2) learning methods on dominant emotion recognition, personalized emotion prediction, emotion distribution learning, and learning from noisy data or few labels, and (3) AICA based applications. Finally, we discuss some challenges and promising research directions in the future, such as image content and context understanding, group emotion clustering, and viewer-image interaction.

Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.

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