Goto

Collaborating Authors

 Xiao, Zhen


MMGDreamer: Mixed-Modality Graph for Geometry-Controllable 3D Indoor Scene Generation

arXiv.org Artificial Intelligence

Controllable 3D scene generation has extensive applications in virtual reality and interior design, where the generated scenes should exhibit high levels of realism and controllability in terms of geometry. Scene graphs provide a suitable data representation that facilitates these applications. However, current graph-based methods for scene generation are constrained to text-based inputs and exhibit insufficient adaptability to flexible user inputs, hindering the ability to precisely control object geometry. To address this issue, we propose MMGDreamer, a dual-branch diffusion model for scene generation that incorporates a novel Mixed-Modality Graph, visual enhancement module, and relation predictor. The mixed-modality graph allows object nodes to integrate textual and visual modalities, with optional relationships between nodes. It enhances adaptability to flexible user inputs and enables meticulous control over the geometry of objects in the generated scenes. The visual enhancement module enriches the visual fidelity of text-only nodes by constructing visual representations using text embeddings. Furthermore, our relation predictor leverages node representations to infer absent relationships between nodes, resulting in more coherent scene layouts. Extensive experimental results demonstrate that MMGDreamer exhibits superior control of object geometry, achieving state-of-the-art scene generation performance. Project page: https://yangzhifeio.github.io/project/MMGDreamer.


Laugh Now Cry Later: Controlling Time-Varying Emotional States of Flow-Matching-Based Zero-Shot Text-to-Speech

arXiv.org Artificial Intelligence

People change their tones of voice, often accompanied by nonverbal vocalizations (NVs) such as laughter and cries, to convey rich emotions. However, most text-to-speech (TTS) systems lack the capability to generate speech with rich emotions, including NVs. This paper introduces EmoCtrl-TTS, an emotion-controllable zero-shot TTS that can generate highly emotional speech with NVs for any speaker. EmoCtrl-TTS leverages arousal and valence values, as well as laughter embeddings, to condition the flow-matching-based zero-shot TTS. To achieve high-quality emotional speech generation, EmoCtrl-TTS is trained using more than 27,000 hours of expressive data curated based on pseudo-labeling. Comprehensive evaluations demonstrate that EmoCtrl-TTS excels in mimicking the emotions of audio prompts in speech-to-speech translation scenarios. We also show that EmoCtrl-TTS can capture emotion changes, express strong emotions, and generate various NVs in zero-shot TTS. See https://aka.ms/emoctrl-tts for demo samples.


Making Flow-Matching-Based Zero-Shot Text-to-Speech Laugh as You Like

arXiv.org Artificial Intelligence

Laughter is one of the most expressive and natural aspects of human speech, conveying emotions, social cues, and humor. However, most text-to-speech (TTS) systems lack the ability to produce realistic and appropriate laughter sounds, limiting their applications and user experience. While there have been prior works to generate natural laughter, they fell short in terms of controlling the timing and variety of the laughter to be generated. In this work, we propose ELaTE, a zero-shot TTS that can generate natural laughing speech of any speaker based on a short audio prompt with precise control of laughter timing and expression. Specifically, ELaTE works on the audio prompt to mimic the voice characteristic, the text prompt to indicate the contents of the generated speech, and the input to control the laughter expression, which can be either the start and end times of laughter, or the additional audio prompt that contains laughter to be mimicked. We develop our model based on the foundation of conditional flow-matching-based zero-shot TTS, and fine-tune it with frame-level representation from a laughter detector as additional conditioning. With a simple scheme to mix small-scale laughter-conditioned data with large-scale pre-training data, we demonstrate that a pre-trained zero-shot TTS model can be readily fine-tuned to generate natural laughter with precise controllability, without losing any quality of the pre-trained zero-shot TTS model. Through the evaluations, we show that ELaTE can generate laughing speech with significantly higher quality and controllability compared to conventional models. See https://aka.ms/elate/ for demo samples.


Understanding the Weakness of Large Language Model Agents within a Complex Android Environment

arXiv.org Artificial Intelligence

Large language models (LLMs) have empowered intelligent agents to execute intricate tasks within domain-specific software such as browsers and games. However, when applied to general-purpose software systems like operating systems, LLM agents face three primary challenges. Firstly, the action space is vast and dynamic, posing difficulties for LLM agents to maintain an up-to-date understanding and deliver accurate responses. Secondly, real-world tasks often require inter-application cooperation}, demanding farsighted planning from LLM agents. Thirdly, agents need to identify optimal solutions aligning with user constraints, such as security concerns and preferences. These challenges motivate AndroidArena, an environment and benchmark designed to evaluate LLM agents on a modern operating system. To address high-cost of manpower, we design a scalable and semi-automated method to construct the benchmark. In the task evaluation, AndroidArena incorporates accurate and adaptive metrics to address the issue of non-unique solutions. Our findings reveal that even state-of-the-art LLM agents struggle in cross-APP scenarios and adhering to specific constraints. Additionally, we identify a lack of four key capabilities, i.e., understanding, reasoning, exploration, and reflection, as primary reasons for the failure of LLM agents. Furthermore, we provide empirical analysis on the failure of reflection, and improve the success rate by 27% with our proposed exploration strategy. This work is the first to present valuable insights in understanding fine-grained weakness of LLM agents, and offers a path forward for future research in this area. Environment, benchmark, and evaluation code for AndroidArena are released at https://github.com/AndroidArenaAgent/AndroidArena.


DTMM: Deploying TinyML Models on Extremely Weak IoT Devices with Pruning

arXiv.org Artificial Intelligence

DTMM is a library designed for efficient deployment and execution of machine learning models on weak IoT devices such as microcontroller units (MCUs). The motivation for designing DTMM comes from the emerging field of tiny machine learning (TinyML), which explores extending the reach of machine learning to many low-end IoT devices to achieve ubiquitous intelligence. Due to the weak capability of embedded devices, it is necessary to compress models by pruning enough weights before deploying. Although pruning has been studied extensively on many computing platforms, two key issues with pruning methods are exacerbated on MCUs: models need to be deeply compressed without significantly compromising accuracy, and they should perform efficiently after pruning. Current solutions only achieve one of these objectives, but not both. In this paper, we find that pruned models have great potential for efficient deployment and execution on MCUs. Therefore, we propose DTMM with pruning unit selection, pre-execution pruning optimizations, runtime acceleration, and post-execution low-cost storage to fill the gap for efficient deployment and execution of pruned models. It can be integrated into commercial ML frameworks for practical deployment, and a prototype system has been developed. Extensive experiments on various models show promising gains compared to state-of-the-art methods.


PDiT: Interleaving Perception and Decision-making Transformers for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Designing better deep networks and better reinforcement learning (RL) algorithms are both important for deep RL. This work studies the former. Specifically, the Perception and Decision-making Interleaving Transformer (PDiT) network is proposed, which cascades two Transformers in a very natural way: the perceiving one focuses on \emph{the environmental perception} by processing the observation at the patch level, whereas the deciding one pays attention to \emph{the decision-making} by conditioning on the history of the desired returns, the perceiver's outputs, and the actions. Such a network design is generally applicable to a lot of deep RL settings, e.g., both the online and offline RL algorithms under environments with either image observations, proprioception observations, or hybrid image-language observations. Extensive experiments show that PDiT can not only achieve superior performance than strong baselines in different settings but also extract explainable feature representations. Our code is available at \url{https://github.com/maohangyu/PDiT}.


Transformer in Transformer as Backbone for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Designing better deep networks and better reinforcement learning (RL) algorithms are both important for deep RL. This work focuses on the former. Previous methods build the network with several modules like CNN, LSTM and Attention. Recent methods combine the Transformer with these modules for better performance. However, it requires tedious optimization skills to train a network composed of mixed modules, making these methods inconvenient to be used in practice. In this paper, we propose to design \emph{pure Transformer-based networks} for deep RL, aiming at providing off-the-shelf backbones for both the online and offline settings. Specifically, the Transformer in Transformer (TIT) backbone is proposed, which cascades two Transformers in a very natural way: the inner one is used to process a single observation, while the outer one is responsible for processing the observation history; combining both is expected to extract spatial-temporal representations for good decision-making. Experiments show that TIT can achieve satisfactory performance in different settings consistently.


Florence: A New Foundation Model for Computer Vision

arXiv.org Artificial Intelligence

Automated visual understanding of our diverse and open world demands computer vision models to generalize well with minimal customization for specific tasks, similar to human vision. Computer vision foundation models, which are trained on diverse, large-scale dataset and can be adapted to a wide range of downstream tasks, are critical for this mission to solve real-world computer vision applications. While existing vision foundation models such as CLIP, ALIGN, and Wu Dao 2.0 focus mainly on mapping images and textual representations to a cross-modal shared representation, we introduce a new computer vision foundation model, Florence, to expand the representations from coarse (scene) to fine (object), from static (images) to dynamic (videos), and from RGB to multiple modalities (caption, depth). By incorporating universal visual-language representations from Web-scale image-text data, our Florence model can be easily adapted for various computer vision tasks, such as classification, retrieval, object detection, VQA, image caption, video retrieval and action recognition. Moreover, Florence demonstrates outstanding performance in many types of transfer learning: fully sampled fine-tuning, linear probing, few-shot transfer and zero-shot transfer for novel images and objects. All of these properties are critical for our vision foundation model to serve general purpose vision tasks. Florence achieves new state-of-the-art results in majority of 44 representative benchmarks, e.g., ImageNet-1K zero-shot classification with top-1 accuracy of 83.74 and the top-5 accuracy of 97.18, 62.4 mAP on COCO fine tuning, 80.36 on VQA, and 87.8 on Kinetics-600.


Modelling the Dynamic Joint Policy of Teammates with Attention Multi-agent DDPG

arXiv.org Artificial Intelligence

Modelling and exploiting teammates' policies in cooperative multi-agent systems have long been an interest and also a big challenge for the reinforcement learning (RL) community. The interest lies in the fact that if the agent knows the teammates' policies, it can adjust its own policy accordingly to arrive at proper cooperations; while the challenge is that the agents' policies are changing continuously due to they are learning concurrently, which imposes difficulty to model the dynamic policies of teammates accurately. In this paper, we present \emph{ATTention Multi-Agent Deep Deterministic Policy Gradient} (ATT-MADDPG) to address this challenge. ATT-MADDPG extends DDPG, a single-agent actor-critic RL method, with two special designs. First, in order to model the teammates' policies, the agent should get access to the observations and actions of teammates. ATT-MADDPG adopts a centralized critic to collect such information. Second, to model the teammates' policies using the collected information in an effective way, ATT-MADDPG enhances the centralized critic with an attention mechanism. This attention mechanism introduces a special structure to explicitly model the dynamic joint policy of teammates, making sure that the collected information can be processed efficiently. We evaluate ATT-MADDPG on both benchmark tasks and the real-world packet routing tasks. Experimental results show that it not only outperforms the state-of-the-art RL-based methods and rule-based methods by a large margin, but also achieves better performance in terms of scalability and robustness.