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Collaborating Authors

 Chen, Siqi


Think Twice, Click Once: Enhancing GUI Grounding via Fast and Slow Systems

arXiv.org Artificial Intelligence

Humans can flexibly switch between different modes of thinking based on task complexity: from rapid intuitive judgments to in-depth analytical understanding. However, current Graphical User Interface (GUI) grounding systems which locate interface elements based on natural language instructions rely solely on immediate prediction without reasoning, struggling to understand complex interface layouts with nested structures and hierarchical relationships, limiting their effectiveness on complex interfaces. Inspired by human dual-system cognition, we present Focus, a novel GUI grounding framework that combines fast prediction with systematic analysis. The framework dynamically switches between rapid and deliberate processing through an adaptive system switching based on task complexity, optimizing both efficiency and accuracy. Focus decomposes grounding into progressive stages: interface summarization, visual focused analysis, and precise coordinate prediction. This structured decomposition enables systematic understanding of both interface layouts and visual relationships. Extensive experiments show that Focus achieves state-of-the-art performance using only 300K of the training data with a 2B parameter model compared to existing approaches. Focus demonstrates superior performance particularly in complex GUI scenarios, achieving 77.4% average accuracy on ScreenSpot and 13.3% on the more challenging ScreenSpot-Pro. Our analysis reveals the effectiveness of this dual-system approach while demonstrating its potential for improving complex GUI interaction scenarios.


Negative Prototypes Guided Contrastive Learning for WSOD

arXiv.org Artificial Intelligence

Weakly Supervised Object Detection (WSOD) with only image-level annotation has recently attracted wide attention. Many existing methods ignore the inter-image relationship of instances which share similar characteristics while can certainly be determined not to belong to the same category. Therefore, in order to make full use of the weak label, we propose the Negative Prototypes Guided Contrastive learning (NPGC) architecture. Firstly, we define Negative Prototype as the proposal with the highest confidence score misclassified for the category that does not appear in the label. Unlike other methods that only utilize category positive feature, we construct an online updated global feature bank to store both positive prototypes and negative prototypes. Meanwhile, we propose a pseudo label sampling module to mine reliable instances and discard the easily misclassified instances based on the feature similarity with corresponding prototypes in global feature bank. Finally, we follow the contrastive learning paradigm to optimize the proposal's feature representation by attracting same class samples closer and pushing different class samples away in the embedding space. Extensive experiments have been conducted on VOC07, VOC12 datasets, which shows that our proposed method achieves the state-of-the-art performance.


Machine Learning Clifford invariants of ADE Coxeter elements

arXiv.org Artificial Intelligence

There has been recent interest in novel Clifford geometric invariants of linear transformations. This motivates the investigation of such invariants for a certain type of geometric transformation of interest in the context of root systems, reflection groups, Lie groups and Lie algebras: the Coxeter transformations. We perform exhaustive calculations of all Coxeter transformations for $A_8$, $D_8$ and $E_8$ for a choice of basis of simple roots and compute their invariants, using high-performance computing. This computational algebra paradigm generates a dataset that can then be mined using techniques from data science such as supervised and unsupervised machine learning. In this paper we focus on neural network classification and principal component analysis. Since the output -- the invariants -- is fully determined by the choice of simple roots and the permutation order of the corresponding reflections in the Coxeter element, we expect huge degeneracy in the mapping. This provides the perfect setup for machine learning, and indeed we see that the datasets can be machine learned to very high accuracy. This paper is a pump-priming study in experimental mathematics using Clifford algebras, showing that such Clifford algebraic datasets are amenable to machine learning, and shedding light on relationships between these novel and other well-known geometric invariants and also giving rise to analytic results.


SCC-rFMQ Learning in Cooperative Markov Games with Continuous Actions

arXiv.org Artificial Intelligence

Although many reinforcement learning methods have been proposed for learning the optimal solutions in single-agent continuousaction domains, multiagent coordination domains with continuous actions have received relatively few investigations. In this paper, we propose an independent learner hierarchical method, named Sample Continuous Coordination with recursive Frequency Maximum Q-Value (SCC-rFMQ), which divides the cooperative problem with continuous actions into two layers. The first layer samples a finite set of actions from the continuous action spaces by a re-sampling mechanism with variable exploratory rates, and the second layer evaluates the actions in the sampled action set and updates the policy using a reinforcement learning cooperative method. By constructing cooperative mechanisms at both levels, SCC-rFMQ can handle cooperative problems in continuous action cooperative Markov games effectively. The effectiveness of SCC-rFMQ is experimentally demonstrated on two well-designed games, i.e., a continuous version of the climbing game and a cooperative version of the boat problem. Experimental results show that SCC-rFMQ outperforms other reinforcement learning algorithms. A large number of multiagent coordination domains involve continuous action spaces, such as robot soccer [1] and multiplayer online battle arena game [2]. In such environments, agents not only need to coordinate with other agents towards desirable outcomes efficiently but also have to deal with infinitely large action spaces.


Conditional Restricted Boltzmann Machines for Negotiations in Highly Competitive and Complex Domains

AAAI Conferences

Learning in automated negotiations, while useful, is hard because of the indirect way the target function can be observed and the limited amount of experience available to learn from. This paper proposes two novel opponent modeling techniques based on deep learning methods. Moreover, to improve the learning efficacy of negotiating agents, the second approach is also capable of transferring knowledge efficiently between negotiation tasks. Transfer is conducted by automatically mapping the source knowledge to the target in a rich feature space. Experiments show that using these techniques the proposed strategies outperform existing state-of-the-art agents in highly competitive and complex negotiation domains. Furthermore, the empirical game theoretic analysis reveals the robustness of the proposed strategies.