Sun, Fan-Yun
Symmetrical Visual Contrastive Optimization: Aligning Vision-Language Models with Minimal Contrastive Images
Wu, Shengguang, Sun, Fan-Yun, Wen, Kaiyue, Haber, Nick
Recent studies have shown that Large Vision-Language Models (VLMs) tend to neglect image content and over-rely on language-model priors, resulting in errors in visually grounded tasks and hallucinations. We hypothesize that this issue arises because existing VLMs are not explicitly trained to generate texts that are accurately grounded in fine-grained image details. To enhance visual feedback during VLM training, we propose S-VCO (Symmetrical Visual Contrastive Optimization), a novel finetuning objective that steers the model toward capturing important visual details and aligning them with corresponding text tokens. To further facilitate this detailed alignment, we introduce MVC, a paired image-text dataset built by automatically filtering and augmenting visual counterfactual data to challenge the model with hard contrastive cases involving Minimal Visual Contrasts. Experiments show that our method consistently improves VLM performance across diverse benchmarks covering various abilities and domains, achieving up to a 22% reduction in hallucinations, and significant gains in vision-centric and general tasks. Notably, these improvements become increasingly pronounced in benchmarks with higher visual dependency. In short, S-VCO offers a significant enhancement of VLM's visually-dependent task performance while retaining or even improving the model's general abilities. We opensource our code at https://s-vco.github.io/
LayoutVLM: Differentiable Optimization of 3D Layout via Vision-Language Models
Sun, Fan-Yun, Liu, Weiyu, Gu, Siyi, Lim, Dylan, Bhat, Goutam, Tombari, Federico, Li, Manling, Haber, Nick, Wu, Jiajun
Open-universe 3D layout generation arranges unlabeled 3D assets conditioned on language instruction. Large language models (LLMs) struggle with generating physically plausible 3D scenes and adherence to input instructions, particularly in cluttered scenes. We introduce LayoutVLM, a framework and scene layout representation that exploits the semantic knowledge of Vision-Language Models (VLMs) and supports differentiable optimization to ensure physical plausibility. LayoutVLM employs VLMs to generate two mutually reinforcing representations from visually marked images, and a self-consistent decoding process to improve VLMs spatial planning. Our experiments show that LayoutVLM addresses the limitations of existing LLM and constraint-based approaches, producing physically plausible 3D layouts better aligned with the semantic intent of input language instructions. We also demonstrate that fine-tuning VLMs with the proposed scene layout representation extracted from existing scene datasets can improve performance.
FactorSim: Generative Simulation via Factorized Representation
Sun, Fan-Yun, Harini, S. I., Yi, Angela, Zhou, Yihan, Zook, Alex, Tremblay, Jonathan, Cross, Logan, Wu, Jiajun, Haber, Nick
Generating simulations to train intelligent agents in game-playing and robotics from natural language input, from user input or task documentation, remains an open-ended challenge. Existing approaches focus on parts of this challenge, such as generating reward functions or task hyperparameters. Unlike previous work, we introduce FACTORSIM that generates full simulations in code from language input that can be used to train agents. Exploiting the structural modularity specific to coded simulations, we propose to use a factored partially observable Markov decision process representation that allows us to reduce context dependence during each step of the generation. For evaluation, we introduce a generative simulation benchmark that assesses the generated simulation code's accuracy and effectiveness in facilitating zero-shot transfers in reinforcement learning settings. We show that FACTORSIM outperforms existing methods in generating simulations regarding prompt alignment (e.g., accuracy), zero-shot transfer abilities, and human evaluation. We also demonstrate its effectiveness in generating robotic tasks.
GRS: Generating Robotic Simulation Tasks from Real-World Images
Zook, Alex, Sun, Fan-Yun, Spjut, Josef, Blukis, Valts, Birchfield, Stan, Tremblay, Jonathan
We introduce GRS (Generating Robotic Simulation tasks), a novel system to address the challenge of real-to-sim in robotics, computer vision, and AR/VR. GRS enables the creation of digital twin simulations from single real-world RGB-D observations, complete with diverse, solvable tasks for virtual agent training. We use state-of-the-art vision-language models (VLMs) to achieve a comprehensive real-to-sim pipeline. GRS operates in three stages: 1) scene comprehension using SAM2 for object segmentation and VLMs for object description, 2) matching identified objects with simulation-ready assets, and 3) generating contextually appropriate robotic tasks. Our approach ensures simulations align with task specifications by generating test suites designed to verify adherence to the task specification. We introduce a router that iteratively refines the simulation and test code to ensure the simulation is solvable by a robot policy while remaining aligned to the task specification. Our experiments demonstrate the system's efficacy in accurately identifying object correspondence, which allows us to generate task environments that closely match input environments, and enhance automated simulation task generation through our novel router mechanism.
Task Arithmetic can Mitigate Synthetic-to-Real Gap in Automatic Speech Recognition
Su, Hsuan, Farn, Hua, Sun, Fan-Yun, Chen, Shang-Tse, Lee, Hung-yi
Synthetic data is widely used in speech recognition due to the availability of text-to-speech models, which facilitate adapting models to previously unseen text domains. However, existing methods suffer in performance when they fine-tune an automatic speech recognition (ASR) model on synthetic data as they suffer from the distributional shift commonly referred to as the synthetic-to-real gap. In this paper, we find that task vector arithmetic is effective at mitigating this gap. Our proposed method, SYN2REAL task vector, shows an average improvement of 10.03\% improvement in word error rate over baselines on the SLURP dataset. Additionally, we show that an average of SYN2REAL task vectors, when we have real speeches from multiple different domains, can further adapt the original ASR model to perform better on the target text domain.
Holodeck: Language Guided Generation of 3D Embodied AI Environments
Yang, Yue, Sun, Fan-Yun, Weihs, Luca, VanderBilt, Eli, Herrasti, Alvaro, Han, Winson, Wu, Jiajun, Haber, Nick, Krishna, Ranjay, Liu, Lingjie, Callison-Burch, Chris, Yatskar, Mark, Kembhavi, Aniruddha, Clark, Christopher
3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs for styles, and can capture the semantics of complex queries such as "apartment for a researcher with a cat" and "office of a professor who is a fan of Star Wars". Holodeck leverages a large language model (GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly, we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI, training agents to navigate in novel scenes like music rooms and daycares without human-constructed data, which is a significant step forward in developing general-purpose embodied agents.
Interaction Modeling with Multiplex Attention
Sun, Fan-Yun, Kauvar, Isaac, Zhang, Ruohan, Li, Jiachen, Kochenderfer, Mykel, Wu, Jiajun, Haber, Nick
Modeling multi-agent systems requires understanding how agents interact. Such systems are often difficult to model because they can involve a variety of types of interactions that layer together to drive rich social behavioral dynamics. Here we introduce a method for accurately modeling multi-agent systems. We present Interaction Modeling with Multiplex Attention (IMMA), a forward prediction model that uses a multiplex latent graph to represent multiple independent types of interactions and attention to account for relations of different strengths. We also introduce Progressive Layer Training, a training strategy for this architecture. We show that our approach outperforms state-of-the-art models in trajectory forecasting and relation inference, spanning three multi-agent scenarios: social navigation, cooperative task achievement, and team sports. We further demonstrate that our approach can improve zero-shot generalization and allows us to probe how different interactions impact agent behavior.
Physion: Evaluating Physical Prediction from Vision in Humans and Machines
Bear, Daniel M., Wang, Elias, Mrowca, Damian, Binder, Felix J., Tung, Hsiau-Yu Fish, Pramod, R. T., Holdaway, Cameron, Tao, Sirui, Smith, Kevin, Sun, Fan-Yun, Fei-Fei, Li, Kanwisher, Nancy, Tenenbaum, Joshua B., Yamins, Daniel L. K., Fan, Judith E.
While machine learning algorithms excel at many challenging visual tasks, it is unclear that they can make predictions about commonplace real world physical events. Here, we present a visual and physical prediction benchmark that precisely measures this capability. In realistically simulating a wide variety of physical phenomena -- rigid and soft-body collisions, stable multi-object configurations, rolling and sliding, projectile motion -- our dataset presents a more comprehensive challenge than existing benchmarks. Moreover, we have collected human responses for our stimuli so that model predictions can be directly compared to human judgments. We compare an array of algorithms -- varying in their architecture, learning objective, input-output structure, and training data -- on their ability to make diverse physical predictions. We find that graph neural networks with access to the physical state best capture human behavior, whereas among models that receive only visual input, those with object-centric representations or pretraining do best but fall far short of human accuracy. This suggests that extracting physically meaningful representations of scenes is the main bottleneck to achieving human-like visual prediction. We thus demonstrate how our benchmark can identify areas for improvement and measure progress on this key aspect of physical understanding.
InfoGraph: Unsupervised and Semi-supervised Graph-Level Representation Learning via Mutual Information Maximization
Sun, Fan-Yun, Hoffmann, Jordan, Tang, Jian
This paper studies learning the representations of whole graphs in both unsupervised and semi-supervised scenarios. Graph-level representations are critical in a variety of real-world applications such as predicting the properties of molecules and community analysis in social networks. Traditional graph kernel based methods are simple, yet effective for obtaining fixed-length representations for graphs but they suffer from poor generalization due to hand-crafted designs. There are also some recent methods based on language models (e.g. graph2vec) but they tend to only consider certain substructures (e.g. subtrees) as graph representatives. Inspired by recent progress of unsupervised representation learning, in this paper we proposed a novel method called InfoGraph for learning graph-level representations. We maximize the mutual information between the graph-level representation and the representations of substructures of different scales (e.g., nodes, edges, triangles). By doing so, the graph-level representations encode aspects of the data that are shared across different scales of substructures. Furthermore, we further propose InfoGraph*, an extension of InfoGraph for semi-supervised scenarios. InfoGraph* maximizes the mutual information between unsupervised graph representations learned by InfoGraph and the representations learned by existing supervised methods. As a result, the supervised encoder learns from unlabeled data while preserving the latent semantic space favored by the current supervised task. Experimental results on the tasks of graph classification and molecular property prediction show that InfoGraph is superior to state-of-the-art baselines and InfoGraph* can achieve performance competitive with state-of-the-art semi-supervised models.
vGraph: A Generative Model for Joint Community Detection and Node Representation Learning
Sun, Fan-Yun, Qu, Meng, Hoffmann, Jordan, Huang, Chin-Wei, Tang, Jian
This paper focuses on two fundamental tasks of graph analysis: community detection and node representation learning, which capture the global and local structures of graphs, respectively. In the current literature, these two tasks are usually independently studied while they are actually highly correlated. We propose a probabilistic generative model called vGraph to learn community membership and node representation collaboratively. Specifically, we assume that each node can be represented as a mixture of communities, and each community is defined as a multinomial distribution over nodes. Both the mixing coefficients and the community distribution are parameterized by the low-dimensional representations of the nodes and communities. We designed an effective variational inference algorithm which regularizes the community membership of neighboring nodes to be similar in the latent space. Experimental results on multiple real-world graphs show that vGraph is very effective in both community detection and node representation learning, outperforming many competitive baselines in both tasks. We show that the framework of vGraph is quite flexible and can be easily extended to detect hierarchical communities.