In the last few years, the research interest in Vision-and-Language Navigation (VLN) has grown significantly. VLN is a challenging task that involves an agent following human instructions and navigating in a previously unknown environment to reach a specified goal. Recent work in literature focuses on different ways to augment the available datasets of instructions for improving navigation performance by exploiting synthetic training data. In this work, we propose AIGeN, a novel architecture inspired by Generative Adversarial Networks (GANs) that produces meaningful and well-formed synthetic instructions to improve navigation agents' performance. The model is composed of a Transformer decoder (GPT-2) and a Transformer encoder (BERT). During the training phase, the decoder generates sentences for a sequence of images describing the agent's path to a particular point while the encoder discriminates between real and fake instructions. Experimentally, we evaluate the quality of the generated instructions and perform extensive ablation studies. Additionally, we generate synthetic instructions for 217K trajectories using AIGeN on Habitat-Matterport 3D Dataset (HM3D) and show an improvement in the performance of an off-the-shelf VLN method. The validation analysis of our proposal is conducted on REVERIE and R2R and highlights the promising aspects of our proposal, achieving state-of-the-art performance.
Adapting state-of-the-art Large Language Models (LLMs) like GPT-4 and Gemini for specific tasks is challenging. Due to the opacity in their parameters, embeddings, and even output probabilities, existing fine-tuning adaptation methods are inapplicable. Consequently, adapting these black-box LLMs is only possible through their API services, raising concerns about transparency, privacy, and cost. To address these challenges, we introduce BBox-Adapter, a novel lightweight adapter for black-box LLMs. BBox-Adapter distinguishes target and source domain data by treating target data as positive and source data as negative. It employs a ranking-based Noise Contrastive Estimation (NCE) loss to promote the likelihood of target domain data while penalizing that of the source domain. Furthermore, it features an online adaptation mechanism, which incorporates real-time positive data sampling from ground-truth, human, or AI feedback, coupled with negative data from previous adaptations. Extensive experiments demonstrate BBox-Adapter's effectiveness and cost efficiency. It improves model performance by up to 6.77% across diverse tasks and domains, while reducing training and inference costs by 31.30x and 1.84x, respectively.
Since the rise of Large Language Models (LLMs) a couple of years ago, researchers in metaheuristics (MHs) have wondered how to use their power in a beneficial way within their algorithms. This paper introduces a novel approach that leverages LLMs as pattern recognition tools to improve MHs. The resulting hybrid method, tested in the context of a social network-based combinatorial optimization problem, outperforms existing state-of-the-art approaches that combine machine learning with MHs regarding the obtained solution quality. By carefully designing prompts, we demonstrate that the output obtained from LLMs can be used as problem knowledge, leading to improved results. Lastly, we acknowledge LLMs' potential drawbacks and limitations and consider it essential to examine them to advance this type of research further.
We present RoboArm-NMP, a learning and evaluation environment that allows simple and thorough evaluations of Neural Motion Planning (NMP) algorithms, focused on robotic manipulators. Our Python-based environment provides baseline implementations for learning control policies (either supervised or reinforcement learning based), a simulator based on PyBullet, data of solved instances using a classical motion planning solver, various representation learning methods for encoding the obstacles, and a clean interface between the learning and planning frameworks. Using RoboArm-NMP, we compare several prominent NMP design points, and demonstrate that the best methods mostly succeed in generalizing to unseen goals in a scene with fixed obstacles, but have difficulty in generalizing to unseen obstacle configurations, suggesting focus points for future research.
Over the several recent years, there has been a boom in development of Flow Matching (FM) methods for generative modeling. One intriguing property pursued by the community is the ability to learn flows with straight trajectories which realize the Optimal Transport (OT) displacements. Straightness is crucial for the fast integration (inference) of the learned flow's paths. Unfortunately, most existing flow straightening methods are based on non-trivial iterative FM procedures which accumulate the error during training or exploit heuristics based on minibatch OT. To address these issues, we develop and theoretically justify the novel Optimal Flow Matching approach which allows recovering the straight OT displacement for the quadratic transport in just one FM step. The main idea of our approach is the employment of vector field for FM which are parameterized by convex functions.
This study investigates why and how inconsistency in the generation of Large Language Models (LLMs) might induce or exacerbate societal injustice. For instance, LLMs frequently exhibit contrasting gender stereotypes regarding the same career depending on varied contexts, highlighting the arguably harmful unpredictability of LLMs' behavioral patterns. To augment the existing discrimination assessment with the capability to account for variation in LLM generation, we formulate the Prejudice-Volatility Framework (PVF) that precisely defines behavioral metrics for assessing LLMs, which delineate the probability distribution of LLMs' stereotypes from the perspective of token prediction probability. Specifically, we employ a data-mining approach to approximate the possible applied contexts of LLMs and devise statistical metrics to evaluate the corresponding contextualized societal discrimination risk. Further, we mathematically dissect the aggregated discrimination risk of LLMs into prejudice risk, originating from their system bias, and volatility risk, stemming from their generation inconsistency. While initially intended for assessing discrimination in LLMs, our proposed PVF facilitates the comprehensive and flexible measurement of any inductive biases, including knowledge alongside prejudice, across various modality models. We apply PVF to 12 most commonly adopted LLMs and compare their risk levels. Our findings reveal that: i) prejudice risk is the primary cause of discrimination risk in LLMs, indicating that inherent biases in these models lead to stereotypical outputs; ii) most LLMs exhibit significant pro-male stereotypes across nearly all careers; iii) alignment with Reinforcement Learning from Human Feedback lowers discrimination by reducing prejudice, but increases volatility; iv) discrimination risk in LLMs correlates with socio-economic factors like profession salaries.
The recent leaps in complexity and fluency of Large Language Models (LLMs) mean that, for the first time in human history, people can interact with computers using natural language alone. This creates monumental possibilities of automation and accessibility of computing, but also raises severe security and safety threats: When everyone can interact with LLMs, everyone can potentially break into the systems running LLMs. All it takes is creative use of language. This paper presents Hacc-Man, a game which challenges its players to "jailbreak" an LLM: subvert the LLM to output something that it is not intended to. Jailbreaking is at the intersection between creative problem solving and LLM security. The purpose of the game is threefold: 1. To heighten awareness of the risks of deploying fragile LLMs in everyday systems, 2. To heighten people's self-efficacy in interacting with LLMs, and 3. To discover the creative problem solving strategies, people deploy in this novel context.
Advancements in 3D Gaussian Splatting have significantly accelerated 3D reconstruction and generation. However, it may require a large number of Gaussians, which creates a substantial memory footprint. This paper introduces GES (Generalized Exponential Splatting), a novel representation that employs Generalized Exponential Function (GEF) to model 3D scenes, requiring far fewer particles to represent a scene and thus significantly outperforming Gaussian Splatting methods in efficiency with a plug-and-play replacement ability for Gaussian-based utilities. GES is validated theoretically and empirically in both principled 1D setup and realistic 3D scenes. It is shown to represent signals with sharp edges more accurately, which are typically challenging for Gaussians due to their inherent low-pass characteristics. Our empirical analysis demonstrates that GEF outperforms Gaussians in fitting natural-occurring signals (e.g. squares, triangles, and parabolic signals), thereby reducing the need for extensive splitting operations that increase the memory footprint of Gaussian Splatting. With the aid of a frequency-modulated loss, GES achieves competitive performance in novel-view synthesis benchmarks while requiring less than half the memory storage of Gaussian Splatting and increasing the rendering speed by up to 39%. The code is available on the project website //abdullahamdi.com/ges .
The past few years have seen rapid progress in combining reinforcement learning (RL) with deep learning. Various breakthroughs ranging from games to robotics have spurred the interest in designing sophisticated RL algorithms and systems. However, the prevailing workflow in RL is to learn tabula rasa, which may incur computational inefficiency. This precludes continuous deployment of RL algorithms and potentially excludes researchers without large-scale computing resources. In many other areas of machine learning, the pretraining paradigm has shown to be effective in acquiring transferable knowledge, which can be utilized for a variety of downstream tasks. Recently, we saw a surge of interest in Pretraining for Deep RL with promising results. However, much of the research has been based on different experimental settings. Due to the nature of RL, pretraining in this field is faced with unique challenges and hence requires new design principles. In this survey, we seek to systematically review existing works in pretraining for deep reinforcement learning, provide a taxonomy of these methods, discuss each sub-field, and bring attention to open problems and future directions.
With the advent of deep neural networks, learning-based approaches for 3D reconstruction have gained popularity. However, unlike for images, in 3D there is no canonical representation which is both computationally and memory efficient yet allows for representing high-resolution geometry of arbitrary topology. Many of the state-of-the-art learning-based 3D reconstruction approaches can hence only represent very coarse 3D geometry or are limited to a restricted domain. In this paper, we propose occupancy networks, a new representation for learning-based 3D reconstruction methods. Occupancy networks implicitly represent the 3D surface as the continuous decision boundary of a deep neural network classifier. In contrast to existing approaches, our representation encodes a description of the 3D output at infinite resolution without excessive memory footprint. We validate that our representation can efficiently encode 3D structure and can be inferred from various kinds of input. Our experiments demonstrate competitive results, both qualitatively and quantitatively, for the challenging tasks of 3D reconstruction from single images, noisy point clouds and coarse discrete voxel grids. We believe that occupancy networks will become a useful tool in a wide variety of learning-based 3D tasks.
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.