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 Feng, Ruili


The Matrix: Infinite-Horizon World Generation with Real-Time Moving Control

arXiv.org Artificial Intelligence

We present The Matrix, the first foundational realistic world simulator capable of generating continuous 720p high-fidelity real-scene video streams with real-time, responsive control in both first- and third-person perspectives, enabling immersive exploration of richly dynamic environments. Trained on limited supervised data from AAA games like Forza Horizon 5 and Cyberpunk 2077, complemented by large-scale unsupervised footage from real-world settings like Tokyo streets, The Matrix allows users to traverse diverse terrains -- deserts, grasslands, water bodies, and urban landscapes -- in continuous, uncut hour-long sequences. Operating at 16 FPS, the system supports real-time interactivity and demonstrates zero-shot generalization, translating virtual game environments to real-world contexts where collecting continuous movement data is often infeasible. For example, The Matrix can simulate a BMW X3 driving through an office setting--an environment present in neither gaming data nor real-world sources. This approach showcases the potential of AAA game data to advance robust world models, bridging the gap between simulations and real-world applications in scenarios with limited data.


BACON: Supercharge Your VLM with Bag-of-Concept Graph to Mitigate Hallucinations

arXiv.org Artificial Intelligence

This paper presents Bag-of-Concept Graph (BACON) to gift models with limited linguistic abilities to taste the privilege of Vision Language Models (VLMs) and boost downstream tasks such as detection, visual question answering (VQA), and image generation. Since the visual scenes in physical worlds are structured with complex relations between objects, BACON breaks down annotations into basic minimum elements and presents them in a graph structure. Element-wise style enables easy understanding, and structural composition liberates difficult locating. Careful prompt design births the BACON captions with the help of public-available VLMs and segmentation methods. In this way, we gather a dataset with 100K annotated images, which endow VLMs with remarkable capabilities, such as accurately generating BACON, transforming prompts into BACON format, envisioning scenarios in the style of BACONr, and dynamically modifying elements within BACON through interactive dialogue and more. Wide representative experiments, including detection, VQA, and image generation tasks, tell BACON as a lifeline to achieve previous out-of-reach tasks or excel in their current cutting-edge solutions.


IBD-PSC: Input-level Backdoor Detection via Parameter-oriented Scaling Consistency

arXiv.org Artificial Intelligence

Deep neural networks (DNNs) are vulnerable to backdoor attacks, where adversaries can maliciously trigger model misclassifications by implanting a hidden backdoor during model training. This paper proposes a simple yet effective input-level backdoor detection (dubbed IBD-PSC) as a `firewall' to filter out malicious testing images. Our method is motivated by an intriguing phenomenon, i.e., parameter-oriented scaling consistency (PSC), where the prediction confidences of poisoned samples are significantly more consistent than those of benign ones when amplifying model parameters. In particular, we provide theoretical analysis to safeguard the foundations of the PSC phenomenon. We also design an adaptive method to select BN layers to scale up for effective detection. Extensive experiments are conducted on benchmark datasets, verifying the effectiveness and efficiency of our IBD-PSC method and its resistance to adaptive attacks. Codes are available at \href{https://github.com/THUYimingLi/BackdoorBox}{BackdoorBox}.


Multi-Task Multi-Agent Shared Layers are Universal Cognition of Multi-Agent Coordination

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning shines as the pinnacle of multi-agent systems, conquering intricate real-world challenges, fostering collaboration and coordination among agents, and unleashing the potential for intelligent decision-making across domains. However, training a multi-agent reinforcement learning network is a formidable endeavor, demanding substantial computational resources to interact with diverse environmental variables, extract state representations, and acquire decision-making knowledge. The recent breakthroughs in large-scale pre-trained models ignite our curiosity: Can we uncover shared knowledge in multi-agent reinforcement learning and leverage pre-trained models to expedite training for future tasks? Addressing this issue, we present an innovative multi-task learning approach that aims to extract and harness common decision-making knowledge, like cooperation and competition, across different tasks. Our approach involves concurrent training of multiple multi-agent tasks, with each task employing independent front-end perception layers while sharing back-end decision-making layers. This effective decoupling of state representation extraction from decision-making allows for more efficient training and better transferability. To evaluate the efficacy of our proposed approach, we conduct comprehensive experiments in two distinct environments: the StarCraft Multi-agent Challenge (SMAC) and the Google Research Football (GRF) environments. The experimental results unequivocally demonstrate the smooth transferability of the shared decision-making network to other tasks, thereby significantly reducing training costs and improving final performance. Furthermore, visualizations authenticate the presence of general multi-agent decision-making knowledge within the shared network layers, further validating the effectiveness of our approach.


DIFFER: Decomposing Individual Reward for Fair Experience Replay in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Cooperative multi-agent reinforcement learning (MARL) is a challenging task, as agents must learn complex and diverse individual strategies from a shared team reward. However, existing methods struggle to distinguish and exploit important individual experiences, as they lack an effective way to decompose the team reward into individual rewards. To address this challenge, we propose DIFFER, a powerful theoretical framework for decomposing individual rewards to enable fair experience replay in MARL. By enforcing the invariance of network gradients, we establish a partial differential equation whose solution yields the underlying individual reward function. The individual TD-error can then be computed from the solved closed-form individual rewards, indicating the importance of each piece of experience in the learning task and guiding the training process. Our method elegantly achieves an equivalence to the original learning framework when individual experiences are homogeneous, while also adapting to achieve more muscular efficiency and fairness when diversity is observed.Our extensive experiments on popular benchmarks validate the effectiveness of our theory and method, demonstrating significant improvements in learning efficiency and fairness.


Dimensionality-Varying Diffusion Process

arXiv.org Artificial Intelligence

Diffusion models, which learn to reverse a signal destruction process to generate new data, typically require the signal at each step to have the same dimension. We argue that, considering the spatial redundancy in image signals, there is no need to maintain a high dimensionality in the evolution process, especially in the early generation phase. To this end, we make a theoretical generalization of the forward diffusion process via signal decomposition. Concretely, we manage to decompose an image into multiple orthogonal components and control the attenuation of each component when perturbing the image. That way, along with the noise strength increasing, we are able to diminish those inconsequential components and thus use a lower-dimensional signal to represent the source, barely losing information. Such a reformulation allows to vary dimensions in both training and inference of diffusion models. Extensive experiments on a range of datasets suggest that our approach substantially reduces the computational cost and achieves on-par or even better synthesis performance compared to baseline methods. We also show that our strategy facilitates high-resolution image synthesis and improves FID of diffusion model trained on FFHQ at $1024\times1024$ resolution from 52.40 to 10.46. Code and models will be made publicly available.


Neural Dependencies Emerging from Learning Massive Categories

arXiv.org Artificial Intelligence

This work presents two astonishing findings on neural networks learned for large-scale image classification. 1) Given a well-trained model, the logits predicted for some category can be directly obtained by linearly combining the predictions of a few other categories, which we call \textbf{neural dependency}. 2) Neural dependencies exist not only within a single model, but even between two independently learned models, regardless of their architectures. Towards a theoretical analysis of such phenomena, we demonstrate that identifying neural dependencies is equivalent to solving the Covariance Lasso (CovLasso) regression problem proposed in this paper. Through investigating the properties of the problem solution, we confirm that neural dependency is guaranteed by a redundant logit covariance matrix, which condition is easily met given massive categories, and that neural dependency is highly sparse, implying that one category correlates to only a few others. We further empirically show the potential of neural dependencies in understanding internal data correlations, generalizing models to unseen categories, and improving model robustness with a dependency-derived regularizer. Code for this work will be made publicly available.


Weakly Supervised High-Fidelity Clothing Model Generation

arXiv.org Artificial Intelligence

The development of online economics arouses the demand of generating images of models on product clothes, to display new clothes and promote sales. However, the expensive proprietary model images challenge the existing image virtual try-on methods in this scenario, as most of them need to be trained on considerable amounts of model images accompanied with paired clothes images. In this paper, we propose a cheap yet scalable weakly-supervised method called Deep Generative Projection (DGP) to address this specific scenario. Lying in the heart of the proposed method is to imitate the process of human predicting the wearing effect, which is an unsupervised imagination based on life experience rather than computation rules learned from supervisions. Here a pretrained StyleGAN is used to capture the practical experience of wearing. Experiments show that projecting the rough alignment of clothing and body onto the StyleGAN space can yield photo-realistic wearing results. Experiments on real scene proprietary model images demonstrate the superiority of DGP over several state-of-the-art supervised methods when generating clothing model images.


On Noise Injection in Generative Adversarial Networks

arXiv.org Machine Learning

Noise injection has been proved to be one of the key technique advances in generating high-fidelity images. Despite its successful usage in GANs, the mechanism of its validity is still unclear. In this paper, we propose a geometric framework to theoretically analyze the role of noise injection in GANs. Based on Riemannian geometry, we successfully model the noise injection framework as fuzzy equivalence on the geodesic normal coordinates. Guided by our theories, we find that the existing method is incomplete and a new strategy for noise injection is devised. Experiments on image generation and GAN inversion demonstrate the superiority of our method.