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 Zhao, Jian


GenPRM: Scaling Test-Time Compute of Process Reward Models via Generative Reasoning

arXiv.org Artificial Intelligence

Recent advancements in Large Language Models (LLMs) have shown that it is promising to utilize Process Reward Models (PRMs) as verifiers to enhance the performance of LLMs. However, current PRMs face three key challenges: (1) limited process supervision and generalization capabilities, (2) dependence on scalar value prediction without leveraging the generative abilities of LLMs, and (3) inability to scale the test-time compute of PRMs. In this work, we introduce GenPRM, a generative process reward model that performs explicit Chain-of-Thought (CoT) reasoning with code verification before providing judgment for each reasoning step. To obtain high-quality process supervision labels and rationale data, we propose Relative Progress Estimation (RPE) and a rationale synthesis framework that incorporates code verification. Experimental results on ProcessBench and several mathematical reasoning tasks show that GenPRM significantly outperforms prior PRMs with only 23K training data from MATH dataset. Through test-time scaling, a 1.5B GenPRM outperforms GPT-4o, and a 7B GenPRM surpasses Qwen2.5-Math-PRM-72B on ProcessBench. Additionally, GenPRM demonstrates strong abilities to serve as a critic model for policy model refinement. This work establishes a new paradigm for process supervision that bridges the gap between PRMs and critic models in LLMs. Our code, model, and data will be available in https://ryanliu112.github.io/GenPRM.


StickMotion: Generating 3D Human Motions by Drawing a Stickman

arXiv.org Artificial Intelligence

Text-to-motion generation, which translates textual descriptions into human motions, has been challenging in accurately capturing detailed user-imagined motions from simple text inputs. This paper introduces StickMotion, an efficient diffusion-based network designed for multi-condition scenarios, which generates desired motions based on traditional text and our proposed stickman conditions for global and local control of these motions, respectively. We address the challenges introduced by the user-friendly stickman from three perspectives: 1) Data generation. We develop an algorithm to generate hand-drawn stickmen automatically across different dataset formats. 2) Multi-condition fusion. We propose a multi-condition module that integrates into the diffusion process and obtains outputs of all possible condition combinations, reducing computational complexity and enhancing StickMotion's performance compared to conventional approaches with the self-attention module. 3) Dynamic supervision. We empower StickMotion to make minor adjustments to the stickman's position within the output sequences, generating more natural movements through our proposed dynamic supervision strategy. Through quantitative experiments and user studies, sketching stickmen saves users about 51.5% of their time generating motions consistent with their imagination. Our codes, demos, and relevant data will be released to facilitate further research and validation within the scientific community.


Leader and Follower: Interactive Motion Generation under Trajectory Constraints

arXiv.org Artificial Intelligence

With the rapid advancement of game and film production, generating interactive motion from texts has garnered significant attention due to its potential to revolutionize content creation processes. In many practical applications, there is a need to impose strict constraints on the motion range or trajectory of virtual characters. However, existing methods that rely solely on textual input face substantial challenges in accurately capturing the user's intent, particularly in specifying the desired trajectory. As a result, the generated motions often lack plausibility and accuracy. Moreover, existing trajectory - based methods for customized motion generation rely on retraining for single - actor scenarios, which limits flexibility and adaptability to different datasets, as well as interactivity in two-actor motions. To generate interactive motion following specified trajectories, this paper decouples complex motion into a Leader - Follower dynamic, inspired by role allocation in partner dancing. Based on this framework, this paper explores the motion range refinement process in interactive motion generation and proposes a training-free approach, integrating a Pace Controller and a Kinematic Synchronization Adapter. The framework enhances the ability of existing models to generate motion that adheres to trajectory by controlling the leader's movement and correcting the follower's motion to align with the leader. Experimental results show that the proposed approach, by better leveraging trajectory information, outperforms existing methods in both realism and accuracy.


Can 1B LLM Surpass 405B LLM? Rethinking Compute-Optimal Test-Time Scaling

arXiv.org Artificial Intelligence

Test-Time Scaling (TTS) is an important method for improving the performance of Large Language Models (LLMs) by using additional computation during the inference phase. However, current studies do not systematically analyze how policy models, Process Reward Models (PRMs), and problem difficulty influence TTS. This lack of analysis limits the understanding and practical use of TTS methods. In this paper, we focus on two core questions: (1) What is the optimal approach to scale test-time computation across different policy models, PRMs, and problem difficulty levels? (2) To what extent can extended computation improve the performance of LLMs on complex tasks, and can smaller language models outperform larger ones through this approach? Through comprehensive experiments on MATH-500 and challenging AIME24 tasks, we have the following observations: (1) The compute-optimal TTS strategy is highly dependent on the choice of policy model, PRM, and problem difficulty. (2) With our compute-optimal TTS strategy, extremely small policy models can outperform larger models. For example, a 1B LLM can exceed a 405B LLM on MATH-500. Moreover, on both MATH-500 and AIME24, a 0.5B LLM outperforms GPT-4o, a 3B LLM surpasses a 405B LLM, and a 7B LLM beats o1 and DeepSeek-R1, while with higher inference efficiency. These findings show the significance of adapting TTS strategies to the specific characteristics of each task and model and indicate that TTS is a promising approach for enhancing the reasoning abilities of LLMs.


Region-Guided Attack on the Segment Anything Model (SAM)

arXiv.org Artificial Intelligence

The Segment Anything Model (SAM) is a cornerstone of image segmentation, demonstrating exceptional performance across various applications, particularly in autonomous driving and medical imaging, where precise segmentation is crucial. However, SAM is vulnerable to adversarial attacks that can significantly impair its functionality through minor input perturbations. Traditional techniques, such as FGSM and PGD, are often ineffective in segmentation tasks due to their reliance on global perturbations that overlook spatial nuances. Recent methods like Attack-SAM-K and UAD have begun to address these challenges, but they frequently depend on external cues and do not fully leverage the structural interdependencies within segmentation processes. This limitation underscores the need for a novel adversarial strategy that exploits the unique characteristics of segmentation tasks. In response, we introduce the Region-Guided Attack (RGA), designed specifically for SAM. RGA utilizes a Region-Guided Map (RGM) to manipulate segmented regions, enabling targeted perturbations that fragment large segments and expand smaller ones, resulting in erroneous outputs from SAM. Our experiments demonstrate that RGA achieves high success rates in both white-box and black-box scenarios, emphasizing the need for robust defenses against such sophisticated attacks. RGA not only reveals SAM's vulnerabilities but also lays the groundwork for developing more resilient defenses against adversarial threats in image segmentation.


SMAC-Hard: Enabling Mixed Opponent Strategy Script and Self-play on SMAC

arXiv.org Artificial Intelligence

The availability of challenging simulation environments is pivotal for advancing the field of Multi-Agent Reinforcement Learning (MARL). In cooperative MARL settings, the StarCraft Multi-Agent Challenge (SMAC) has gained prominence as a benchmark for algorithms following centralized training with decentralized execution paradigm. However, with continual advancements in SMAC, many algorithms now exhibit near-optimal performance, complicating the evaluation of their true effectiveness. To alleviate this problem, in this work, we highlight a critical issue: the default opponent policy in these environments lacks sufficient diversity, leading MARL algorithms to overfit and exploit unintended vulnerabilities rather than learning robust strategies. To overcome these limitations, we propose SMAC-HARD, a novel benchmark designed to enhance training robustness and evaluation comprehensiveness. SMAC-HARD supports customizable opponent strategies, randomization of adversarial policies, and interfaces for MARL self-play, enabling agents to generalize to varying opponent behaviors and improve model stability. Furthermore, we introduce a black-box testing framework wherein agents are trained without exposure to the edited opponent scripts but are tested against these scripts to evaluate the policy coverage and adaptability of MARL algorithms. We conduct extensive evaluations of widely used and state-of-the-art algorithms on SMAC-HARD, revealing the substantial challenges posed by edited and mixed strategy opponents. Additionally, the black-box strategy tests illustrate the difficulty of transferring learned policies to unseen adversaries. We envision SMAC-HARD as a critical step toward benchmarking the next generation of MARL algorithms, fostering progress in self-play methods for multi-agent systems. Our code is available at https://github.com/devindeng94/smac-hard.


RL-LLM-DT: An Automatic Decision Tree Generation Method Based on RL Evaluation and LLM Enhancement

arXiv.org Artificial Intelligence

Traditionally, AI development for two-player zero-sum games has relied on two primary techniques: decision trees and reinforcement learning (RL). A common approach involves using a fixed decision tree as one player's strategy while training an RL agent as the opponent to identify vulnerabilities in the decision tree, thereby improving its strategic strength iteratively. However, this process often requires significant human intervention to refine the decision tree after identifying its weaknesses, resulting in inefficiencies and hindering full automation of the strategy enhancement process. Fortunately, the advent of Large Language Models (LLMs) offers a transformative opportunity to automate the process. We propose RL-LLM-DT, an automatic decision tree generation method based on RL Evaluation and LLM Enhancement. Given an initial decision tree, the method involves two important iterative steps. Response Policy Search: RL is used to discover counter-strategies targeting the decision tree. Policy Improvement: LLMs analyze failure scenarios and generate improved decision tree code. In our method, RL focuses on finding the decision tree's flaws while LLM is prompted to generate an improved version of the decision tree. The iterative refinement process terminates when RL can't find any flaw of the tree or LLM fails to improve the tree. To evaluate the effectiveness of this integrated approach, we conducted experiments in a curling game. After iterative refinements, our curling AI based on the decision tree ranks first on the Jidi platform among 34 curling AIs in total, which demonstrates that LLMs can significantly enhance the robustness and adaptability of decision trees, representing a substantial advancement in the field of Game AI. Our code is available at https://github.com/Linjunjie99/RL-LLM-DT.


Explaining Model Overfitting in CNNs via GMM Clustering

arXiv.org Artificial Intelligence

Convolutional Neural Networks (CNNs) have demonstrated remarkable prowess in the field of computer vision. However, their opaque decision-making processes pose significant challenges for practical applications. In this study, we provide quantitative metrics for assessing CNN filters by clustering the feature maps corresponding to individual filters in the model via Gaussian Mixture Model (GMM). By analyzing the clustering results, we screen out some anomaly filters associated with outlier samples. We further analyze the relationship between the anomaly filters and model overfitting, proposing three hypotheses. This method is universally applicable across diverse CNN architectures without modifications, as evidenced by its successful application to models like AlexNet and LeNet-5. We present three meticulously designed experiments demonstrating our hypotheses from the perspectives of model behavior, dataset characteristics, and filter impacts. Through this work, we offer a novel perspective for evaluating the CNN performance and gain new insights into the operational behavior of model overfitting.


Integrating Dual Prototypes for Task-Wise Adaption in Pre-Trained Model-Based Class-Incremental Learning

arXiv.org Machine Learning

Class-incremental learning (CIL) aims to acquire new classes while conserving historical knowledge incrementally. Despite existing pre-trained model (PTM) based methods performing excellently in CIL, it is better to fine-tune them on downstream incremental tasks with massive patterns unknown to PTMs. However, using task streams for fine-tuning could lead to catastrophic forgetting that will erase the knowledge in PTMs. This paper proposes the Dual Prototype network for Task-wise Adaption (DPTA) of PTM-based CIL. For each incremental learning task, a task-wise adapter module is built to fine-tune the PTM, where the center-adapt loss forces the representation to be more centrally clustered and class separable. The dual prototype network improves the prediction process by enabling test-time adapter selection, where the raw prototypes deduce several possible task indexes of test samples to select suitable adapter modules for PTM, and the augmented prototypes that could separate highly correlated classes are utilized to determine the final result. Experiments on several benchmark datasets demonstrate the state-of-the-art performance of DPTA. The code will be open-sourced after the paper is published.


UnitedVLN: Generalizable Gaussian Splatting for Continuous Vision-Language Navigation

arXiv.org Artificial Intelligence

Vision-and-Language Navigation (VLN), where an agent follows instructions to reach a target destination, has recently seen significant advancements. In contrast to navigation in discrete environments with predefined trajectories, VLN in Continuous Environments (VLN-CE) presents greater challenges, as the agent is free to navigate any unobstructed location and is more vulnerable to visual occlusions or blind spots. Recent approaches have attempted to address this by imagining future environments, either through predicted future visual images or semantic features, rather than relying solely on current observations. However, these RGB-based and feature-based methods lack intuitive appearance-level information or high-level semantic complexity crucial for effective navigation. To overcome these limitations, we introduce a novel, generalizable 3DGS-based pre-training paradigm, called UnitedVLN, which enables agents to better explore future environments by unitedly rendering high-fidelity 360 visual images and semantic features. UnitedVLN employs two key schemes: search-then-query sampling and separate-then-united rendering, which facilitate efficient exploitation of neural primitives, helping to integrate both appearance and semantic information for more robust navigation. Extensive experiments demonstrate that UnitedVLN outperforms state-of-the-art methods on existing VLN-CE benchmarks.