In this paper, we present a novel approach using the Auto GPT system alongside Design Sprint methodology to facilitate board game creation for inexperienced users. We introduce the implementation of Auto GPT for generating diverse board games and the subsequent optimization process through a customized Design Sprint. A user study is conducted to investigate the playability and enjoyment of the generated games, revealing both successes and challenges in employing systems like Auto GPT for board game design. Insights and future research directions are proposed to overcome identified limitations and enhance computational-driven game creation.
In this paper, we propose a novel approach to Bayesian Experimental Design (BED) for non-exchangeable data that formulates it as risk-sensitive policy optimization. We develop the Inside-Out SMC^2 algorithm that uses a nested sequential Monte Carlo (SMC) estimator of the expected information gain and embeds it into a particle Markov chain Monte Carlo (pMCMC) framework to perform gradient-based policy optimization. This is in contrast to recent approaches that rely on biased estimators of the expected information gain (EIG) to amortize the cost of experiments by learning a design policy in advance. Numerical validation on a set of dynamical systems showcases the efficacy of our method in comparison to other state-of-the-art strategies.
In this paper, we introduce InfiAgent-DABench, the first benchmark specifically designed to evaluate LLM-based agents on data analysis tasks. These tasks require agents to end-to-end solving complex tasks by interacting with an execution environment. This benchmark contains DAEval, a dataset consisting of 257 data analysis questions derived from 52 CSV files, and an agent framework which incorporates LLMs to serve as data analysis agents for both serving and evaluation. Since data analysis questions are often open-ended and hard to evaluate without human supervision, we adopt a format-prompting technique to convert each question into a closed-form format so that they can be automatically evaluated. Our extensive benchmarking of 34 LLMs uncovers the current challenges encountered in data analysis tasks. In addition, building on top of our agent framework, we develop a specialized agent, DAAgent, which surpasses GPT-3.5 by 3.9% on DABench. Evaluation datasets and toolkits for InfiAgent-DABench are released at //github.com/InfiAgent/InfiAgent .
Similar to the "previously-on" scenes in TV shows, recaps can help book reading by recalling the readers' memory about the important elements in previous texts to better understand the ongoing plot. Despite its usefulness, this application has not been well studied in the NLP community. We propose the first benchmark on this useful task called Recap Snippet Identification with a hand-crafted evaluation dataset. Our experiments show that the proposed task is challenging to PLMs, LLMs, and proposed methods as the task requires a deep understanding of the plot correlation between snippets.
This paper introduces the Quantified Boolean Bayesian Network (QBBN), which provides a unified view of logical and probabilistic reasoning. The QBBN is meant to address a central problem with the Large Language Model (LLM), which has become extremely popular in Information Retrieval, which is that the LLM hallucinates. A Bayesian Network, by construction, cannot hallucinate, because it can only return answers that it can explain. We show how a Bayesian Network over an unbounded number of boolean variables can be configured to represent the logical reasoning underlying human language. We do this by creating a key-value version of the First-Order Calculus, for which we can prove consistency and completeness. We show that the model is trivially trained over fully observed data, but that inference is non-trivial. Exact inference in a Bayesian Network is intractable (i.e. $\Omega(2^N)$ for $N$ variables). For inference, we investigate the use of Loopy Belief Propagation (LBP), which is not guaranteed to converge, but which has been shown to often converge in practice. Our experiments show that LBP indeed does converge very reliably, and our analysis shows that a round of LBP takes time $O(N2^n)$, where $N$ bounds the number of variables considered, and $n$ bounds the number of incoming connections to any factor, and further improvements may be possible. Our network is specifically designed to alternate between AND and OR gates in a Boolean Algebra, which connects more closely to logical reasoning, allowing a completeness proof for an expanded version of our network, and also allows inference to follow specific but adequate pathways, that turn out to be fast.
In this study, we aim to reduce generation latency for Named Entity Recognition (NER) with Large Language Models (LLMs). The main cause of high latency in LLMs is the sequential decoding process, which autoregressively generates all labels and mentions for NER, significantly increase the sequence length. To this end, we introduce Parallel Decoding in LLM for NE} (PaDeLLM-NER), a approach that integrates seamlessly into existing generative model frameworks without necessitating additional modules or architectural modifications. PaDeLLM-NER allows for the simultaneous decoding of all mentions, thereby reducing generation latency. Experiments reveal that PaDeLLM-NER significantly increases inference speed that is 1.76 to 10.22 times faster than the autoregressive approach for both English and Chinese. Simultaneously it maintains the quality of predictions as evidenced by the performance that is on par with the state-of-the-art across various datasets.
This paper focuses on perceiving and navigating 3D environments using echoes and RGB image. In particular, we perform depth estimation by fusing RGB image with echoes, received from multiple orientations. Unlike previous works, we go beyond the field of view of the RGB and estimate dense depth maps for substantially larger parts of the environment. We show that the echoes provide holistic and in-expensive information about the 3D structures complementing the RGB image. Moreover, we study how echoes and the wide field-of-view depth maps can be utilised in robot navigation. We compare the proposed methods against recent baselines using two sets of challenging realistic 3D environments: Replica and Matterport3D. The implementation and pre-trained models will be made publicly available.
In this paper, we first present the character texture generation system \textit{Minecraft-ify}, specified to Minecraft video game toward in-game application. Ours can generate face-focused image for texture mapping tailored to 3D virtual character having cube manifold. While existing projects or works only generate texture, proposed system can inverse the user-provided real image, or generate average/random appearance from learned distribution. Moreover, it can be manipulated with text-guidance using StyleGAN and StyleCLIP. These features provide a more extended user experience with enlarged freedom as a user-friendly AI-tool. Project page can be found at //gh-bumsookim.github.io/Minecraft-ify/
This paper introduces DiffTOP, which utilizes Differentiable Trajectory OPtimization as the policy representation to generate actions for deep reinforcement and imitation learning. Trajectory optimization is a powerful and widely used algorithm in control, parameterized by a cost and a dynamics function. The key to our approach is to leverage the recent progress in differentiable trajectory optimization, which enables computing the gradients of the loss with respect to the parameters of trajectory optimization. As a result, the cost and dynamics functions of trajectory optimization can be learned end-to-end. DiffTOP addresses the ``objective mismatch'' issue of prior model-based RL algorithms, as the dynamics model in DiffTOP is learned to directly maximize task performance by differentiating the policy gradient loss through the trajectory optimization process. We further benchmark DiffTOP for imitation learning on standard robotic manipulation task suites with high-dimensional sensory observations and compare our method to feed-forward policy classes as well as Energy-Based Models (EBM) and Diffusion. Across 15 model-based RL tasks and 13 imitation learning tasks with high-dimensional image and point cloud inputs, DiffTOP outperforms prior state-of-the-art methods in both domains.
This article presents the affordances that Generative Artificial Intelligence can have in disinformation context, one of the major threats to our digitalized society. We present a research framework to generate customized agent-based social networks for disinformation simulations that would enable understanding and evaluation of the phenomena whilst discussing open challenges.
In this paper, we propose a novel Feature Decomposition and Reconstruction Learning (FDRL) method for effective facial expression recognition. We view the expression information as the combination of the shared information (expression similarities) across different expressions and the unique information (expression-specific variations) for each expression. More specifically, FDRL mainly consists of two crucial networks: a Feature Decomposition Network (FDN) and a Feature Reconstruction Network (FRN). In particular, FDN first decomposes the basic features extracted from a backbone network into a set of facial action-aware latent features to model expression similarities. Then, FRN captures the intra-feature and inter-feature relationships for latent features to characterize expression-specific variations, and reconstructs the expression feature. To this end, two modules including an intra-feature relation modeling module and an inter-feature relation modeling module are developed in FRN. Experimental results on both the in-the-lab databases (including CK+, MMI, and Oulu-CASIA) and the in-the-wild databases (including RAF-DB and SFEW) show that the proposed FDRL method consistently achieves higher recognition accuracy than several state-of-the-art methods. This clearly highlights the benefit of feature decomposition and reconstruction for classifying expressions.