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Language-based Action Concept Spaces Improve Video Self-Supervised Learning

Neural Information Processing Systems

Recent contrastive language image pre-training has led to learning highly transferable and robust image representations. However, adapting these models to video domain with minimal supervision remains an open problem. We explore a simple step in that direction, using language tied self-supervised learning to adapt an image CLIP model to the video domain. A backbone modified for temporal modeling is trained under self-distillation settings with train objectives operating in an action concept space. Feature vectors of various action concepts extracted from a language encoder using relevant textual prompts construct this space. A large language model aware of actions and their attributes generates the relevant textual prompts. We introduce two train objectives, concept distillation and concept alignment, that retain generality of original representations while enforcing relations between actions and their attributes. Our approach improves zero-shot and linear probing performance on three action recognition benchmarks.





Exploring Ordinal Bias in Action Recognition for Instructional Videos

arXiv.org Artificial Intelligence

Action recognition models have achieved promising results in understanding instructional videos. However, they often rely on dominant, dataset-specific action sequences rather than true video comprehension, a problem that we define as ordinal bias. To address this issue, we propose two effective video manipulation methods: Action Masking, which masks frames of frequently co-occurring actions, and Sequence Shuffling, which randomizes the order of action segments. Through comprehensive experiments, we demonstrate that current models exhibit significant performance drops when confronted with nonstandard action sequences, underscoring their vulnerability to ordinal bias. Our findings emphasize the importance of rethinking evaluation strategies and developing models capable of generalizing beyond fixed action patterns in diverse instructional videos. Due to the dominant action pair'Take-Background', the model fails to predict the action'Open.' Action recognition in instructional videos has witnessed remarkable progress, primarily driven by models that excel in curated benchmark datasets (Farha & Gall, 2019; Ishikawa et al., 2021; Li et al., 2020; Yi et al., 2021).


Learning to Drive Anywhere with Model-Based Reannotation

arXiv.org Artificial Intelligence

Figure 1: We train a highly generalizable navigation policy that can control robots in a variety of conditions and be deployed zero-shot in new environments across the world. Our proposed method, Model-Based ReAnnotation, enables imitation learning from noisy, passive data, such as low-quality crowd-sourced demonstrations or even videos from the web. Abstract--Developing broadly generalizable visual navigation policies for robots is a significant challenge, primarily constrained by the availability of large-scale, diverse training data. While curated datasets collected by researchers offer high quality, their limited size restricts policy generalization. T o overcome this, we explore leveraging abundant, passively collected data sources, including large volumes of crowd-sourced teleoperation data and unlabeled Y ouT ube videos, despite their potential for lower quality or missing action labels. We propose Model-Based ReAnnotation (MBRA), a framework that utilizes a learned short-horizon, model-based expert model to relabel or generate high-quality actions for these passive datasets. This relabeled data is then distilled into LogoNav, a long-horizon navigation policy conditioned on visual goals or GPS waypoints. We demonstrate that LogoNav, trained using MBRA-processed data, achieves state-of-the-art performance, enabling robust navigation over distances exceeding 300 meters in previously unseen indoor and outdoor environments.


What Do Latent Action Models Actually Learn?

arXiv.org Artificial Intelligence

Latent action models (LAMs) aim to learn action-relevant changes from unlabeled videos by compressing changes between frames as latents. However, differences between video frames can be caused by controllable changes as well as exogenous noise, leading to an important concern -- do latents capture the changes caused by actions or irrelevant noise? This paper studies this issue analytically, presenting a linear model that encapsulates the essence of LAM learning, while being tractable.This provides several insights, including connections between LAM and principal component analysis (PCA), desiderata of the data-generating policy, and justification of strategies to encourage learning controllable changes using data augmentation, data cleaning, and auxiliary action-prediction. We also provide illustrative results based on numerical simulation, shedding light on the specific structure of observations, actions, and noise in data that influence LAM learning.



Opponent Shaping in LLM Agents

arXiv.org Artificial Intelligence

Large Language Models (LLMs) are increasingly being deployed as autonomous agents in real-world environments. As these deployments scale, multi-agent interactions become inevitable, making it essential to understand strategic behavior in such systems. A central open question is whether LLM agents, like reinforcement learning agents, can shape the learning dynamics and influence the behavior of others through interaction alone. In this paper, we present the first investigation of opponent shaping (OS) with LLM-based agents. Existing OS algorithms cannot be directly applied to LLMs, as they require higher-order derivatives, face scalability constraints, or depend on architectural components that are absent in transformers. To address this gap, we introduce ShapeLLM, an adaptation of model-free OS methods tailored for transformer-based agents. Using ShapeLLM, we examine whether LLM agents can influence co-players' learning dynamics across diverse game-theoretic environments. We demonstrate that LLM agents can successfully guide opponents toward exploitable equilibria in competitive games (Iterated Prisoner's Dilemma, Matching Pennies, and Chicken) and promote coordination and improve collective welfare in cooperative games (Iterated Stag Hunt and a cooperative version of the Prisoner's Dilemma). Our findings show that LLM agents can both shape and be shaped through interaction, establishing opponent shaping as a key dimension of multi-agent LLM research.


Latent Action Pretraining Through World Modeling

arXiv.org Artificial Intelligence

Vision-Language-Action (VLA) models have gained popularity for learning robotic manipulation tasks that follow language instructions. State-of-the-art VLAs, such as OpenVLA and $π_{0}$, were trained on large-scale, manually labeled action datasets collected through teleoperation. More recent approaches, including LAPA and villa-X, introduce latent action representations that enable unsupervised pretraining on unlabeled datasets by modeling abstract visual changes between frames. Although these methods have shown strong results, their large model sizes make deployment in real-world settings challenging. In this work, we propose LAWM, a model-agnostic framework to pretrain imitation learning models in a self-supervised way, by learning latent action representations from unlabeled video data through world modeling. These videos can be sourced from robot recordings or videos of humans performing actions with everyday objects. Our framework is designed to be effective for transferring across tasks, environments, and embodiments. It outperforms models trained with ground-truth robotics actions and similar pretraining methods on the LIBERO benchmark and real-world setup, while being significantly more efficient and practical for real-world settings.