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Executable QR codes with Machine Learning for Industrial Applications

arXiv.org Artificial Intelligence

Executable QR codes, also known as eQR codes or just sQRy, are a special kind of QR codes that embed programs conceived to run on mobile devices like smartphones. Since the program is directly encoded in binary form within the QR code, it can be executed even when the reading device is not provided with Internet access. The applications of this technology are manifold, and range from smart user guides to advisory systems. The first programming language made available for eQR is QRtree, which enables the implementation of decision trees aimed, for example, at guiding the user in operating/maintaining a complex machinery or for reaching a specific location. In this work, an additional language is proposed, we term QRind, which was specifically devised for Industry. It permits to integrate distinct computational blocks into the QR code, e.g., machine learning models to enable predictive maintenance and algorithms to ease machinery usage. QRind permits the Industry 4.0/5.0 paradigms to be implemented, in part, also in those cases where Internet is unavailable.


VideoAutoArena: An Automated Arena for Evaluating Large Multimodal Models in Video Analysis through User Simulation

arXiv.org Artificial Intelligence

Large multimodal models (LMMs) with advanced video analysis capabilities have recently garnered significant attention. However, most evaluations rely on traditional methods like multiple-choice questions in benchmarks such as VideoMME and LongVideoBench, which are prone to lack the depth needed to capture the complex demands of real-world users. To address this limitation-and due to the prohibitive cost and slow pace of human annotation for video tasks-we introduce VideoAutoArena, an arena-style benchmark inspired by LMSYS Chatbot Arena's framework, designed to automatically assess LMMs' video analysis abilities. VideoAutoArena utilizes user simulation to generate open-ended, adaptive questions that rigorously assess model performance in video understanding. The benchmark features an automated, scalable evaluation framework, incorporating a modified ELO Rating System for fair and continuous comparisons across multiple LMMs. To validate our automated judging system, we construct a 'gold standard' using a carefully curated subset of human annotations, demonstrating that our arena strongly aligns with human judgment while maintaining scalability. Additionally, we introduce a fault-driven evolution strategy, progressively increasing question complexity to push models toward handling more challenging video analysis scenarios. Experimental results demonstrate that VideoAutoArena effectively differentiates among state-of-the-art LMMs, providing insights into model strengths and areas for improvement. To further streamline our evaluation, we introduce VideoAutoBench as an auxiliary benchmark, where human annotators label winners in a subset of VideoAutoArena battles. We use GPT-4o as a judge to compare responses against these human-validated answers. Together, VideoAutoArena and VideoAutoBench offer a cost-effective, and scalable framework for evaluating LMMs in user-centric video analysis.


Comparative Analysis of Audio Feature Extraction for Real-Time Talking Portrait Synthesis

arXiv.org Artificial Intelligence

The application of AI in education has gained widespread attention for its potential to enhance learning experiences across disciplines, including psychology [1, 2]. In the context of investigative interviewing, especially when questioning suspected child victims, AI offers a promising alternative to traditional training approaches. These conventional methods, often delivered through short workshops, fail to provide the hands-on practice, feedback, and continuous engagement needed for interviewers to master best practices in questioning child victims [3, 4]. Research has shown that while best practices recommend open-ended questions and discourage leading or suggestive queries [5, 6], many interviewers still struggle to implement these techniques effectively during real-world investigations [7]. The adoption of AI-powered child avatars provides a valuable solution, enabling Child Protective Services (CPS) workers to engage in realistic practice sessions without the ethical dilemmas associated with using real children, while simultaneously offering personalized feedback on their performance [8]. Our current system leverages advanced AI techniques within a structured virtual environment to train professionals in investigative interviewing. Specifically, this system integrates the Unity Engine to generate virtual avatars. Despite the potential advantages of our AI-based training system, its effectiveness largely depends on the perceived realism and fidelity of the virtual avatars used in these simulations [9]. Based on our findings, we observed that avatars generated using Generative Adversarial Networks (GANs) demonstrated higher levels of realism compared to those created with the Unity Engine in several key aspects [10].


MecQaBot: A Modular Robot Sensing and Wireless Mechatronics Framework for Education and Research

arXiv.org Artificial Intelligence

We introduce MecQaBot, an open-source, affordable, and modular autonomous mobile robotics framework developed for education and research at Macquarie University, School of Engineering, since 2019. This platform aims to provide students and researchers with an accessible means for exploring autonomous robotics and fostering hands-on learning and innovation. Over the five years, the platform has engaged more than 240 undergraduate and postgraduate students across various engineering disciplines. The framework addresses the growing need for practical robotics training in response to the expanding robotics field and its increasing relevance in industry and academia. The platform facilitates teaching critical concepts in sensing, programming, hardware-software integration, and autonomy within real-world contexts, igniting student interest and engagement. We describe the design and evolution of the MecQaBot framework and the underlying principles of scalability and flexibility, which are keys to its success. Complete documentation: https://github.com/AliceJames-1/MecQaBot


Incremental Label Distribution Learning with Scalable Graph Convolutional Networks

arXiv.org Artificial Intelligence

Label Distribution Learning (LDL) is an effective approach for handling label ambiguity, as it can analyze all labels at once and indicate the extent to which each label describes a given sample. Most existing LDL methods consider the number of labels to be static. However, in various LDL-specific contexts (e.g., disease diagnosis), the label count grows over time (such as the discovery of new diseases), a factor that existing methods overlook. Learning samples with new labels directly means learning all labels at once, thus wasting more time on the old labels and even risking overfitting the old labels. At the same time, learning new labels by the LDL model means reconstructing the inter-label relationships. How to make use of constructed relationships is also a crucial challenge. To tackle these challenges, we introduce Incremental Label Distribution Learning (ILDL), analyze its key issues regarding training samples and inter-label relationships, and propose Scalable Graph Label Distribution Learning (SGLDL) as a practical framework for implementing ILDL. Specifically, in SGLDL, we develop a New-label-aware Gradient Compensation Loss to speed up the learning of new labels and represent inter-label relationships as a graph to reduce the time required to reconstruct inter-label relationships. Experimental results on the classical LDL dataset show the clear advantages of unique algorithms and illustrate the importance of a dedicated design for the ILDL problem.


AMaze: An intuitive benchmark generator for fast prototyping of generalizable agents

arXiv.org Artificial Intelligence

Traditional approaches to training agents have generally involved a single, deterministic environment of minimal complexity to solve various tasks such as robot locomotion or computer vision. However, agents trained in static environments lack generalization capabilities, limiting their potential in broader scenarios. Thus, recent benchmarks frequently rely on multiple environments, for instance, by providing stochastic noise, simple permutations, or altogether different settings. In practice, such collections result mainly from costly human-designed processes or the liberal use of random number generators. In this work, we introduce AMaze, a novel benchmark generator in which embodied agents must navigate a maze by interpreting visual signs of arbitrary complexities and deceptiveness. This generator promotes human interaction through the easy generation of feature-specific mazes and an intuitive understanding of the resulting agents' strategies. As a proof-of-concept, we demonstrate the capabilities of the generator in a simple, fully discrete case with limited deceptiveness. Agents were trained under three different regimes (one-shot, scaffolding, interactive), and the results showed that the latter two cases outperform direct training in terms of generalization capabilities. Indeed, depending on the combination of generalization metric, training regime, and algorithm, the median gain ranged from 50% to 100% and maximal performance was achieved through interactive training, thereby demonstrating the benefits of a controllable human-in-the-loop benchmark generator.


Long Term Memory: The Foundation of AI Self-Evolution

arXiv.org Artificial Intelligence

Large language models (LLMs) like GPTs, trained on vast datasets, have demonstrated impressive capabilities in language understanding, reasoning, and planning, achieving human-level performance in various tasks. Most studies focus on enhancing these models by training on ever-larger datasets to build more powerful foundation models. While training stronger models is important, enabling models to evolve during inference is equally crucial, a process we refer to as AI self-evolution. Unlike large-scale training, self-evolution may rely on limited data or interactions. Inspired by the columnar organization of the human cerebral cortex, we hypothesize that AI models could develop cognitive abilities and build internal representations through iterative interactions with their environment. To achieve this, models need long-term memory (LTM) to store and manage processed interaction data. LTM supports self-evolution by representing diverse experiences across environments and agents. In this report, we explore AI self-evolution and its potential to enhance models during inference. We examine LTM's role in lifelong learning, allowing models to evolve based on accumulated interactions. We outline the structure of LTM and the systems needed for effective data retention and representation. We also classify approaches for building personalized models with LTM data and show how these models achieve self-evolution through interaction. Using LTM, our multi-agent framework OMNE achieved first place on the GAIA benchmark, demonstrating LTM's potential for AI self-evolution. Finally, we present a roadmap for future research, emphasizing the importance of LTM for advancing AI technology and its practical applications.


Mono-InternVL: Pushing the Boundaries of Monolithic Multimodal Large Language Models with Endogenous Visual Pre-training

arXiv.org Artificial Intelligence

In this paper, we focus on monolithic Multimodal Large Language Models (MLLMs) that integrate visual encoding and language decoding into a single LLM. In particular, we identify that existing pre-training strategies for monolithic MLLMs often suffer from unstable optimization or catastrophic forgetting. To address this issue, our core idea is to embed a new visual parameter space into a pre-trained LLM, thereby stably learning visual knowledge from noisy data while freezing the LLM. Based on this principle, we present Mono-InternVL, a novel monolithic MLLM that seamlessly integrates a set of visual experts via a multimodal mixture-of-experts structure. Moreover, we propose an innovative pre-training strategy to maximize the visual capability of Mono-InternVL, namely Endogenous Visual Pre-training (EViP). In particular, EViP is designed as a progressive learning process for visual experts, which aims to fully exploit the visual knowledge from noisy data to high-quality data. To validate our approach, we conduct extensive experiments on 16 benchmarks. Experimental results confirm the superior performance of Mono-InternVL than existing monolithic MLLMs on 13 of 16 multimodal benchmarks, e.g., +80 points over Emu3 on OCRBench. Compared to the modular baseline, i.e., InternVL-1.5, Mono-InternVL still retains comparable multimodal performance while reducing up to 67% first token latency. Code and model are released at https://huggingface.co/OpenGVLab/Mono-InternVL-2B.


Universal Online Convex Optimization Meets Second-order Bounds

arXiv.org Artificial Intelligence

Recently, several universal methods have been proposed for online convex optimization, and attain minimax rates for multiple types of convex functions simultaneously. However, they need to design and optimize one surrogate loss for each type of functions, making it difficult to exploit the structure of the problem and utilize existing algorithms. In this paper, we propose a simple strategy for universal online convex optimization, which avoids these limitations. The key idea is to construct a set of experts to process the original online functions, and deploy a meta-algorithm over the linearized losses to aggregate predictions from experts. Specifically, the meta-algorithm is required to yield a second-order bound with excess losses, so that it can leverage strong convexity and exponential concavity to control the meta-regret. In this way, our strategy inherits the theoretical guarantee of any expert designed for strongly convex functions and exponentially concave functions, up to a double logarithmic factor. As a result, we can plug in off-the-shelf online solvers as black-box experts to deliver problem-dependent regret bounds. For general convex functions, it maintains the minimax optimality and also achieves a small-loss bound. Furthermore, we extend our universal strategy to online composite optimization, where the loss function comprises a time-varying function and a fixed regularizer. To deal with the composite loss functions, we employ a meta-algorithm based on the optimistic online learning framework, which not only possesses a second-order bound, but also can utilize estimations for upcoming loss functions. With appropriate configurations, we demonstrate that the additional regularizer does not contribute to the meta-regret, thus maintaining the universality in the composite setting.


Next Best Sense: Guiding Vision and Touch with FisherRF for 3D Gaussian Splatting

arXiv.org Artificial Intelligence

We propose a framework for active next best view and touch selection for robotic manipulators using 3D Gaussian Splatting (3DGS). 3DGS is emerging as a useful explicit 3D scene representation for robotics, as it has the ability to represent scenes in a both photorealistic and geometrically accurate manner. However, in real-world, online robotic scenes where the number of views is limited given efficiency requirements, random view selection for 3DGS becomes impractical as views are often overlapping and redundant. We address this issue by proposing an end-to-end online training and active view selection pipeline, which enhances the performance of 3DGS in few-view robotics settings. We first elevate the performance of few-shot 3DGS with a novel semantic depth alignment method using Segment Anything Model 2 (SAM2) that we supplement with Pearson depth and surface normal loss to improve color and depth reconstruction of real-world scenes. We then extend FisherRF, a next-best-view selection method for 3DGS, to select views and touch poses based on depth uncertainty. We perform online view selection on a real robot system during live 3DGS training. We motivate our improvements to few-shot GS scenes, and extend depth-based FisherRF to them, where we demonstrate both qualitative and quantitative improvements on challenging robot scenes. For more information, please see our project page at https://arm.stanford.edu/next-best-sense.