existence question
AUTOHALLUSION: Automatic Generation of Hallucination Benchmarks for Vision-Language Models
Wu, Xiyang, Guan, Tianrui, Li, Dianqi, Huang, Shuaiyi, Liu, Xiaoyu, Wang, Xijun, Xian, Ruiqi, Shrivastava, Abhinav, Huang, Furong, Boyd-Graber, Jordan Lee, Zhou, Tianyi, Manocha, Dinesh
Large vision-language models (LVLMs) hallucinate: certain context cues in an image may trigger the language module's overconfident and incorrect reasoning on abnormal or hypothetical objects. Though a few benchmarks have been developed to investigate LVLM hallucinations, they mainly rely on hand-crafted corner cases whose fail patterns may hardly generalize, and finetuning on them could undermine their validity. These motivate us to develop the first automatic benchmark generation approach, AUTOHALLUSION, that harnesses a few principal strategies to create diverse hallucination examples. It probes the language modules in LVLMs for context cues and uses them to synthesize images by: (1) adding objects abnormal to the context cues; (2) for two co-occurring objects, keeping one and excluding the other; or (3) removing objects closely tied to the context cues. It then generates image-based questions whose ground-truth answers contradict the language module's prior. A model has to overcome contextual biases and distractions to reach correct answers, while incorrect or inconsistent answers indicate hallucinations. AUTOHALLUSION enables us to create new benchmarks at the minimum cost and thus overcomes the fragility of hand-crafted benchmarks. It also reveals common failure patterns and reasons, providing key insights to detect, avoid, or control hallucinations. Comprehensive evaluations of top-tier LVLMs, e.g., GPT-4V(ision), Gemini Pro Vision, Claude 3, and LLaVA-1.5, show a 97.7% and 98.7% success rate of hallucination induction on synthetic and real-world datasets of AUTOHALLUSION, paving the way for a long battle against hallucinations.
- Europe > Switzerland > Zürich > Zürich (0.14)
- North America > United States > Maryland > Prince George's County > College Park (0.04)
- Asia > Middle East > Jordan (0.04)
Scene Graph for Embodied Exploration in Cluttered Scenario
Deng, Yuhong, Sima, Qie, Guo, Di, Liu, Huaping, Wang, Yi, Sun, Fuchun
The ability to handle objects in cluttered environment has been long anticipated by robotic community. However, most of works merely focus on manipulation instead of rendering hidden semantic information in cluttered objects. In this work, we introduce the scene graph for embodied exploration in cluttered scenarios to solve this problem. To validate our method in cluttered scenario, we adopt the Manipulation Question Answering (MQA) tasks as our test benchmark, which requires an embodied robot to have the active exploration ability and semantic understanding ability of vision and language.As a general solution framework to the task, we propose an imitation learning method to generate manipulations for exploration. Meanwhile, a VQA model based on dynamic scene graph is adopted to comprehend a series of RGB frames from wrist camera of manipulator along with every step of manipulation is conducted to answer questions in our framework.The experiments on of MQA dataset with different interaction requirements demonstrate that our proposed framework is effective for MQA task a representative of tasks in cluttered scenario.
- North America > United States > Nevada > Clark County > Las Vegas (0.04)
- Asia > Singapore > Central Region > Singapore (0.04)
- Asia > China > Beijing > Beijing (0.04)
MQA: Answering the Question via Robotic Manipulation
Deng, Yuhong, Zhang, Naifu, Guo, Di, Liu, Huaping, Sun, Fuchun, Pang, Chen, Pang, Jing
In this paper,we propose a novel task of Manipulation Question Answering(MQA),a class of Question Answering (QA) task, where the robot is required to find the answer to the question by actively interacting with the environment via manipulation. Considering the tabletop scenario, a heatmap of the scene is generated to facilitate the robot to have a semantic understanding of the scene and an imitation learning approach with semantic understanding metric is proposed to generate manipulation actions which guide the manipulator to explore the tabletop to find the answer to the question. Besides, a novel dataset which contains a variety of tabletop scenarios and corresponding question-answer pairs is established. Extensive experiments have been conducted to validate the effectiveness of the proposed framework.