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Collaborating Authors

 Kang, Bingyi


$\text{M}^{\text{3}}$: A Modular World Model over Streams of Tokens

arXiv.org Artificial Intelligence

Token-based world models emerged as a promising modular framework, modeling dynamics over token streams while optimizing tokenization separately. While successful in visual environments with discrete actions (e.g., Atari games), their broader applicability remains uncertain. In this paper, we introduce $\text{M}^{\text{3}}$, a $\textbf{m}$odular $\textbf{w}$orld $\textbf{m}$odel that extends this framework, enabling flexible combinations of observation and action modalities through independent modality-specific components. $\text{M}^{\text{3}}$ integrates several improvements from existing literature to enhance agent performance. Through extensive empirical evaluation across diverse benchmarks, $\text{M}^{\text{3}}$ achieves state-of-the-art sample efficiency for planning-free world models. Notably, among these methods, it is the first to reach a human-level median score on Atari 100K, with superhuman performance on 13 games. We $\href{https://github.com/leor-c/M3}{\text{open-source our code and weights}}$.


Video Depth Anything: Consistent Depth Estimation for Super-Long Videos

arXiv.org Artificial Intelligence

Depth Anything has achieved remarkable success in monocular depth estimation with strong generalization ability. However, it suffers from temporal inconsistency in videos, hindering its practical applications. Various methods have been proposed to alleviate this issue by leveraging video generation models or introducing priors from optical flow and camera poses. Nonetheless, these methods are only applicable to short videos (< 10 seconds) and require a trade-off between quality and computational efficiency. We propose Video Depth Anything for high-quality, consistent depth estimation in super-long videos (over several minutes) without sacrificing efficiency. We base our model on Depth Anything V2 and replace its head with an efficient spatial-temporal head. We design a straightforward yet effective temporal consistency loss by constraining the temporal depth gradient, eliminating the need for additional geometric priors. The model is trained on a joint dataset of video depth and unlabeled images, similar to Depth Anything V2. Moreover, a novel key-frame-based strategy is developed for long video inference. Experiments show that our model can be applied to arbitrarily long videos without compromising quality, consistency, or generalization ability. Comprehensive evaluations on multiple video benchmarks demonstrate that our approach sets a new state-of-the-art in zero-shot video depth estimation. We offer models of different scales to support a range of scenarios, with our smallest model capable of real-time performance at 30 FPS.


Towards Generalist Robot Policies: What Matters in Building Vision-Language-Action Models

arXiv.org Artificial Intelligence

By injecting action components into the VLMs, Vision-Language-Action models (VLAs) can be naturally formed and also show promising performance. Existing work has demonstrated the effectiveness and generalization of VLAs in multiple scenarios and tasks. Nevertheless, the transfer from VLMs to VLAs is not trivial since existing VLAs differ in their backbones, action-prediction formulations, data distributions, and training recipes. This leads to a missing piece for a systematic understanding of the design choices of VLAs. In this work, we disclose the key factors that significantly influence the performance of VLA and focus on answering three essential design choices: which backbone to select, how to formulate the VLA architectures, and when to add cross-embodiment data. The obtained results convince us firmly to explain why we prefer VLA and develop a new family of VLAs, RoboVLMs, which require very few manual designs and achieve a new state-of-the-art performance in three simulation tasks and real-world experiments. Through our extensive experiments, which include over 8 VLM backbones, 4 policy architectures, and over 600 distinct designed experiments, we provide a detailed guidebook for the future design of VLAs. In addition to the study, the highly flexible RoboVLMs framework, which supports easy integrations of new VLMs and free combinations of various design choices, is made public to facilitate future research.


DeeR-VLA: Dynamic Inference of Multimodal Large Language Models for Efficient Robot Execution

arXiv.org Artificial Intelligence

MLLMs have demonstrated remarkable comprehension and reasoning capabilities with complex language and visual data. These advances have spurred the vision of establishing a generalist robotic MLLM proficient in understanding complex human instructions and accomplishing various embodied tasks. However, developing MLLMs for real-world robots is challenging due to the typically limited computation and memory capacities available on robotic platforms. In contrast, the inference of MLLMs involves storing billions of parameters and performing tremendous computation, imposing significant hardware demands. In our paper, we propose a Dynamic Early-Exit Framework for Robotic Vision-Language-Action Model (DeeR-VLA, or simply DeeR) that automatically adjusts the size of the activated MLLM based on each situation at hand. The approach leverages a multi-exit architecture in MLLMs, which allows the model to terminate processing once a proper size of the model has been activated for a specific situation, thus avoiding further redundant computation. Additionally, we develop novel algorithms that establish early-termination criteria for DeeR, conditioned on predefined demands such as average computational cost (i.e., power consumption), as well as peak computational consumption (i.e., latency) and GPU memory usage. These enhancements ensure that DeeR operates efficiently under varying resource constraints while maintaining competitive performance. On the CALVIN robot manipulation benchmark, DeeR demonstrates significant reductions in computational costs of LLM by 5.2-6.5x and GPU memory of LLM by 2-6x without compromising performance. Code and checkpoints are available at https://github.com/yueyang130/DeeR-VLA.


How Far is Video Generation from World Model: A Physical Law Perspective

arXiv.org Artificial Intelligence

OpenAI's Sora highlights the potential of video generation for developing world models that adhere to fundamental physical laws. However, the ability of video generation models to discover such laws purely from visual data without human priors can be questioned. A world model learning the true law should give predictions robust to nuances and correctly extrapolate on unseen scenarios. In this work, we evaluate across three key scenarios: in-distribution, out-of-distribution, and combinatorial generalization. We developed a 2D simulation testbed for object movement and collisions to generate videos deterministically governed by one or more classical mechanics laws. This provides an unlimited supply of data for large-scale experimentation and enables quantitative evaluation of whether the generated videos adhere to physical laws. We trained diffusion-based video generation models to predict object movements based on initial frames. Our scaling experiments show perfect generalization within the distribution, measurable scaling behavior for combinatorial generalization, but failure in out-of-distribution scenarios. Further experiments reveal two key insights about the generalization mechanisms of these models: (1) the models fail to abstract general physical rules and instead exhibit "case-based" generalization behavior, i.e., mimicking the closest training example; (2) when generalizing to new cases, models are observed to prioritize different factors when referencing training data: color > size > velocity > shape. Our study suggests that scaling alone is insufficient for video generation models to uncover fundamental physical laws, despite its role in Sora's broader success. See our project page at https://phyworld.github.io


Improving Token-Based World Models with Parallel Observation Prediction

arXiv.org Artificial Intelligence

Motivated by the success of Transformers when applied to sequences of discrete symbols, token-based world models (TBWMs) were recently proposed as sample-efficient methods. In TBWMs, the world model consumes agent experience as a language-like sequence of tokens, where each observation constitutes a sub-sequence. However, during imagination, the sequential token-by-token generation of next observations results in a severe bottleneck, leading to long training times, poor GPU utilization, and limited representations. To resolve this bottleneck, we devise a novel Parallel Observation Prediction (POP) mechanism. POP augments a Retentive Network (RetNet) with a novel forward mode tailored to our reinforcement learning setting. We incorporate POP in a novel TBWM agent named REM (Retentive Environment Model), showcasing a 15.4x faster imagination compared to prior TBWMs. REM attains superhuman performance on 12 out of 26 games of the Atari 100K benchmark, while training in less than 12 hours. Our code is available at \url{https://github.com/leor-c/REM}.


MADiff: Offline Multi-agent Learning with Diffusion Models

arXiv.org Artificial Intelligence

Diffusion model (DM), as a powerful generative model, recently achieved huge success in various scenarios including offline reinforcement learning, where the policy learns to conduct planning by generating trajectory in the online evaluation. However, despite the effectiveness shown for single-agent learning, it remains unclear how DMs can operate in multi-agent problems, where agents can hardly complete teamwork without good coordination by independently modeling each agent's trajectories. In this paper, we propose MADiff, a novel generative multi-agent learning framework to tackle this problem. MADiff is realized with an attention-based diffusion model to model the complex coordination among behaviors of multiple diffusion agents. To the best of our knowledge, MADiff is the first diffusion-based multi-agent offline RL framework, which behaves as both a decentralized policy and a centralized controller. During decentralized executions, MADiff simultaneously performs teammate modeling, and the centralized controller can also be applied in multi-agent trajectory predictions. Our experiments show the superior performance of MADiff compared to baseline algorithms in a wide range of multi-agent learning tasks, which emphasizes the effectiveness of MADiff in modeling complex multi-agent interactions. Our code is available at https://github.com/zbzhu99/madiff.


Understanding, Predicting and Better Resolving Q-Value Divergence in Offline-RL

arXiv.org Artificial Intelligence

The divergence of the Q-value estimation has been a prominent issue in offline RL, where the agent has no access to real dynamics. Traditional beliefs attribute this instability to querying out-of-distribution actions when bootstrapping value targets. Though this issue can be alleviated with policy constraints or conservative Q estimation, a theoretical understanding of the underlying mechanism causing the divergence has been absent. In this work, we aim to thoroughly comprehend this mechanism and attain an improved solution. We first identify a fundamental pattern, self-excitation, as the primary cause of Q-value estimation divergence in offline RL. Then, we propose a novel Self-Excite Eigenvalue Measure (SEEM) metric based on Neural Tangent Kernel (NTK) to measure the evolving property of Q-network at training, which provides an intriguing explanation of the emergence of divergence. For the first time, our theory can reliably decide whether the training will diverge at an early stage, and even predict the order of the growth for the estimated Q-value, the model's norm, and the crashing step when an SGD optimizer is used. The experiments demonstrate perfect alignment with this theoretic analysis. Building on our insights, we propose to resolve divergence from a novel perspective, namely improving the model's architecture for better extrapolating behavior. Through extensive empirical studies, we identify LayerNorm as a good solution to effectively avoid divergence without introducing detrimental bias, leading to superior performance. Experimental results prove that it can still work in some most challenging settings, i.e. using only 1 transitions of the dataset, where all previous methods fail. Moreover, it can be easily plugged into modern offline RL methods and achieve SOTA results on many challenging tasks. We also give unique insights into its effectiveness.


Mutual Information Regularized Offline Reinforcement Learning

arXiv.org Artificial Intelligence

The major challenge of offline RL is the distribution shift that appears when out-of-distribution actions are queried, which makes the policy improvement direction biased by extrapolation errors. Most existing methods address this problem by penalizing the policy or value for deviating from the behavior policy during policy improvement or evaluation. In this work, we propose a novel MISA framework to approach offline RL from the perspective of Mutual Information between States and Actions in the dataset by directly constraining the policy improvement direction. MISA constructs lower bounds of mutual information parameterized by the policy and Q-values. We show that optimizing this lower bound is equivalent to maximizing the likelihood of a one-step improved policy on the offline dataset. Hence, we constrain the policy improvement direction to lie in the data manifold. The resulting algorithm simultaneously augments the policy evaluation and improvement by adding mutual information regularizations. MISA is a general framework that unifies conservative Q-learning (CQL) and behavior regularization methods (e.g., TD3+BC) as special cases. We introduce 3 different variants of MISA, and empirically demonstrate that tighter mutual information lower bound gives better offline RL performance. In addition, our extensive experiments show MISA significantly outperforms a wide range of baselines on various tasks of the D4RL benchmark,e.g., achieving 742.9 total points on gym-locomotion tasks. Our code is available at https://github.com/sail-sg/MISA.


Efficient Diffusion Policies for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) aims to learn optimal policies from offline datasets, where the parameterization of policies is crucial but often overlooked. Recently, Diffsuion-QL significantly boosts the performance of offline RL by representing a policy with a diffusion model, whose success relies on a parametrized Markov Chain with hundreds of steps for sampling. However, Diffusion-QL suffers from two critical limitations. 1) It is computationally inefficient to forward and backward through the whole Markov chain during training. 2) It is incompatible with maximum likelihood-based RL algorithms (e.g., policy gradient methods) as the likelihood of diffusion models is intractable. Therefore, we propose efficient diffusion policy (EDP) to overcome these two challenges. EDP approximately constructs actions from corrupted ones at training to avoid running the sampling chain. We conduct extensive experiments on the D4RL benchmark. The results show that EDP can reduce the diffusion policy training time from 5 days to 5 hours on gym-locomotion tasks. Moreover, we show that EDP is compatible with various offline RL algorithms (TD3, CRR, and IQL) and achieves new state-of-the-art on D4RL by large margins over previous methods. Our code is available at https://github.com/sail-sg/edp.