In this work, we introduce a novel evaluation paradigm for Large Language Models, one that challenges them to engage in meta-reasoning. This approach addresses critical shortcomings in existing math problem-solving benchmarks, traditionally used to evaluate the cognitive capabilities of agents. Our paradigm shifts the focus from result-oriented assessments, which often overlook the reasoning process, to a more holistic evaluation that effectively differentiates the cognitive capabilities among models. For example, in our benchmark, GPT-4 demonstrates a performance five times better than GPT3-5. The significance of this new paradigm lies in its ability to reveal potential cognitive deficiencies in LLMs that current benchmarks, such as GSM8K, fail to uncover due to their saturation and lack of effective differentiation among varying reasoning abilities. Our comprehensive analysis includes several state-of-the-art math models from both open-source and closed-source communities, uncovering fundamental deficiencies in their training and evaluation approaches. This paper not only advocates for a paradigm shift in the assessment of LLMs but also contributes to the ongoing discourse on the trajectory towards Artificial General Intelligence (AGI). By promoting the adoption of meta-reasoning evaluation methods similar to ours, we aim to facilitate a more accurate assessment of the true cognitive abilities of LLMs.
This paper introduces SAMAug, a novel visual point augmentation method for the Segment Anything Model (SAM) that enhances interactive image segmentation performance. SAMAug generates augmented point prompts to provide more information about the user's intention to SAM. Starting with an initial point prompt, SAM produces an initial mask, which is then fed into our proposed SAMAug to generate augmented point prompts. By incorporating these extra points, SAM can generate augmented segmentation masks based on both the augmented point prompts and the initial prompt, resulting in improved segmentation performance. We conducted evaluations using four different point augmentation strategies: random sampling, sampling based on maximum difference entropy, maximum distance, and saliency. Experiment results on the COCO, Fundus, COVID QUEx, and ISIC2018 datasets show that SAMAug can boost SAM's segmentation results, especially using the maximum distance and saliency. SAMAug demonstrates the potential of visual prompt augmentation for computer vision. Codes of SAMAug are available at github.com/yhydhx/SAMAug
While neural rendering has demonstrated impressive capabilities in 3D scene reconstruction and novel view synthesis, it heavily relies on high-quality sharp images and accurate camera poses. Numerous approaches have been proposed to train Neural Radiance Fields (NeRF) with motion-blurred images, commonly encountered in real-world scenarios such as low-light or long-exposure conditions. However, the implicit representation of NeRF struggles to accurately recover intricate details from severely motion-blurred images and cannot achieve real-time rendering. In contrast, recent advancements in 3D Gaussian Splatting achieve high-quality 3D scene reconstruction and real-time rendering by explicitly optimizing point clouds as Gaussian spheres. In this paper, we introduce a novel approach, named BAD-Gaussians (Bundle Adjusted Deblur Gaussian Splatting), which leverages explicit Gaussian representation and handles severe motion-blurred images with inaccurate camera poses to achieve high-quality scene reconstruction. Our method models the physical image formation process of motion-blurred images and jointly learns the parameters of Gaussians while recovering camera motion trajectories during exposure time. In our experiments, we demonstrate that BAD-Gaussians not only achieves superior rendering quality compared to previous state-of-the-art deblur neural rendering methods on both synthetic and real datasets but also enables real-time rendering capabilities. Our project page and source code is available at //lingzhezhao.github.io/BAD-Gaussians/
In this work, we introduce the Virtual In-Hand Eye Transformer (VIHE), a novel method designed to enhance 3D manipulation capabilities through action-aware view rendering. VIHE autoregressively refines actions in multiple stages by conditioning on rendered views posed from action predictions in the earlier stages. These virtual in-hand views provide a strong inductive bias for effectively recognizing the correct pose for the hand, especially for challenging high-precision tasks such as peg insertion. On 18 manipulation tasks in RLBench simulated environments, VIHE achieves a new state-of-the-art, with a 12% absolute improvement, increasing from 65% to 77% over the existing state-of-the-art model using 100 demonstrations per task. In real-world scenarios, VIHE can learn manipulation tasks with just a handful of demonstrations, highlighting its practical utility. Videos and code implementation can be found at our project site: //vihe-3d.github.io.
We introduce FaceTalk, a novel generative approach designed for synthesizing high-fidelity 3D motion sequences of talking human heads from input audio signal. To capture the expressive, detailed nature of human heads, including hair, ears, and finer-scale eye movements, we propose to couple speech signal with the latent space of neural parametric head models to create high-fidelity, temporally coherent motion sequences. We propose a new latent diffusion model for this task, operating in the expression space of neural parametric head models, to synthesize audio-driven realistic head sequences. In the absence of a dataset with corresponding NPHM expressions to audio, we optimize for these correspondences to produce a dataset of temporally-optimized NPHM expressions fit to audio-video recordings of people talking. To the best of our knowledge, this is the first work to propose a generative approach for realistic and high-quality motion synthesis of volumetric human heads, representing a significant advancement in the field of audio-driven 3D animation. Notably, our approach stands out in its ability to generate plausible motion sequences that can produce high-fidelity head animation coupled with the NPHM shape space. Our experimental results substantiate the effectiveness of FaceTalk, consistently achieving superior and visually natural motion, encompassing diverse facial expressions and styles, outperforming existing methods by 75% in perceptual user study evaluation.
A novel method, the Pareto Envelope Augmented with Reinforcement Learning (PEARL), has been developed to address the challenges posed by multi-objective problems, particularly in the field of engineering where the evaluation of candidate solutions can be time-consuming. PEARL distinguishes itself from traditional policy-based multi-objective Reinforcement Learning methods by learning a single policy, eliminating the need for multiple neural networks to independently solve simpler sub-problems. Several versions inspired from deep learning and evolutionary techniques have been crafted, catering to both unconstrained and constrained problem domains. Curriculum Learning is harnessed to effectively manage constraints in these versions. PEARL's performance is first evaluated on classical multi-objective benchmarks. Additionally, it is tested on two practical PWR core Loading Pattern optimization problems to showcase its real-world applicability. The first problem involves optimizing the Cycle length and the rod-integrated peaking factor as the primary objectives, while the second problem incorporates the mean average enrichment as an additional objective. Furthermore, PEARL addresses three types of constraints related to boron concentration, peak pin burnup, and peak pin power. The results are systematically compared against conventional approaches. Notably, PEARL, specifically the PEARL-NdS variant, efficiently uncovers a Pareto front without necessitating additional efforts from the algorithm designer, as opposed to a single optimization with scaled objectives. It also outperforms the classical approach across multiple performance metrics, including the Hyper-volume.
In this paper, we delve into the advancement of domain-specific Large Language Models (LLMs) with a focus on their application in software development. We introduce DevAssistLlama, a model developed through instruction tuning, to assist developers in processing software-related natural language queries. This model, a variant of instruction tuned LLM, is particularly adept at handling intricate technical documentation, enhancing developer capability in software specific tasks. The creation of DevAssistLlama involved constructing an extensive instruction dataset from various software systems, enabling effective handling of Named Entity Recognition (NER), Relation Extraction (RE), and Link Prediction (LP). Our results demonstrate DevAssistLlama's superior capabilities in these tasks, in comparison with other models including ChatGPT. This research not only highlights the potential of specialized LLMs in software development also the pioneer LLM for this domain.
This study introduces the Hybrid Sequential Manipulation Planner (H-MaP), a novel approach that iteratively does motion planning using contact points and waypoints for complex sequential manipulation tasks in robotics. Combining optimization-based methods for generalizability and sampling-based methods for robustness, H-MaP enhances manipulation planning through active contact mode switches and enables interactions with auxiliary objects and tools. This framework, validated by a series of diverse physical manipulation tasks and real-robot experiments, offers a scalable and adaptable solution for complex real-world applications in robotic manipulation.
Visual understanding of the world goes beyond the semantics and flat structure of individual images. In this work, we aim to capture both the 3D structure and dynamics of real-world scenes from monocular real-world videos. Our Dynamic Scene Transformer (DyST) model leverages recent work in neural scene representation to learn a latent decomposition of monocular real-world videos into scene content, per-view scene dynamics, and camera pose. This separation is achieved through a novel co-training scheme on monocular videos and our new synthetic dataset DySO. DyST learns tangible latent representations for dynamic scenes that enable view generation with separate control over the camera and the content of the scene.
In this work, we present ThermoHands, a new benchmark for thermal image-based egocentric 3D hand pose estimation, aimed at overcoming challenges like varying lighting and obstructions (e.g., handwear). The benchmark includes a diverse dataset from 28 subjects performing hand-object and hand-virtual interactions, accurately annotated with 3D hand poses through an automated process. We introduce a bespoken baseline method, TheFormer, utilizing dual transformer modules for effective egocentric 3D hand pose estimation in thermal imagery. Our experimental results highlight TheFormer's leading performance and affirm thermal imaging's effectiveness in enabling robust 3D hand pose estimation in adverse conditions.
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.