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MLLM-ISU: The First-Ever Comprehensive Benchmark for Multimodal Large Language Models based Intrusion Scene Understanding

Neural Information Processing Systems

Vision-based intrusion detection has multiple applications in practical scenarios, e.g., autonomous driving, intelligent monitoring, and security. Previous works mainly focus on improving the intrusion detection performance, without a comprehensive and in-depth understanding of the intrusion scene. To fill this gap, we explore a novel task called Multimodal Large Language Models based Intrusion Scene Understanding (MLLM-ISU) and report a comprehensive benchmark for the task.


Distance infer View change infer More tasks

Neural Information Processing Systems

Instead of injecting 3D representations, we unlock VLMs using spatially relevant 2D images. To this end, we introduce a novel 2D spatial data generation and enables annotation the creation pipeline of a b di uilt verse upon set scene of spatial data tasks, with 3D ranging ground-truth.


c398086709acb9938fb8c4e0868e1643-Paper-Datasets_and_Benchmarks_Track.pdf

Neural Information Processing Systems

The emergence of multimodal large language models (MLLMs) has driven breakthroughs in egocentric vision applications. These applications necessitate persistent, context-aware understanding of objects, as users interact with tools in dynamic and cluttered environments. However, existing embodied benchmarks primarily focus on static scene exploration, emphasizing object's appearance and spatial attributes while neglecting the assessment of dynamic changes arising from users' interactions. To address this gap, we introduce EOC-Bench, an innovative benchmark designed to systematically evaluate object-centric embodied cognition in dynamic egocentric scenarios. Specially, EOC-Benchfeatures 3,277 meticulously annotated QA pairs categorized into three temporal categories: Past, Present, and Future, covering 11 fine-grained evaluation dimensions and 3 visual object referencing types. To ensure thorough assessment, we develop a mixed-format human-inthe-loop annotation framework with four types of questions and design a novel multi-scale temporal accuracy metric for open-ended temporal evaluation. Based on EOC-Bench, we conduct comprehensive evaluations of various proprietary, open-source, and object-level MLLMs. EOC-Bench serves as a crucial tool for advancing the embodied object cognitive capabilities of MLLMs, establishing a robust foundation for developing reliable core models for embodied systems.


Semi-off-Policy Reinforcement Learning for Vision-Language Slow-Thinking Reasoning

Neural Information Processing Systems

Enhancing large vision-language models (LVLMs) with visual slow-thinking reasoning is crucial for solving complex multimodal tasks. However, since LVLMs are mainly trained with vision-language alignment, it is difficult to adopt on-policy reinforcement learning (RL) to develop the slow thinking ability because the rollout space is restricted by its initial abilities. Off-policy RL offers a way to go beyond the current policy, but directly distilling trajectories from external models may cause visual hallucinations due to mismatched visual perception abilities across models. To address these issues, this paper proposes SOPHIA, a simple and scalable SemiOff-Policy RL for vision-language slow-tHInking reAsoning. SOPHIA builds a semi-off-policy behavior model by combining on-policy visual understanding from a trainable LVLM with off-policy slow-thinking reasoning from a language model, assigns outcome-based rewards to reasoning, and propagates visual rewards backward. Then LVLM learns slow-thinking reasoning ability from the obtained reasoning trajectories using propagated rewards via off-policy RL algorithms.



Training-free Online Video Step Grounding

Neural Information Processing Systems

Given a task and a set of steps composing it, Video Step Grounding (VSG) aims to detect which steps are performed in a video. Standard approaches for this task require a labeled training set (e.g., with step-level annotations or narrations), which may be costly to collect. Moreover, they process the full video offline, limiting their applications for scenarios requiring online decisions. Thus, in this work, we explore how to perform VSG online and without training. We achieve this by exploiting the zero-shot capabilities of recent Large Multimodal Models (LMMs).


EgoBlind: Towards Egocentric Visual Assistance for the Blind

Neural Information Processing Systems

We present EgoBlind, the first egocentric VideoQA dataset collected from blind individuals to evaluate the assistive capabilities of contemporary multimodal large language models (MLLMs). EgoBlind comprises 1,392 first-person videos from the daily lives of blind and visually impaired individuals. It also features 5,311 questions directly posed or verified by the blind to reflect their in-situation needs for visual assistance. Each question has an average of 3 manually annotated reference answers to reduce subjectiveness. Using EgoBlind, we comprehensively evaluate 16 advanced MLLMs and find that all models struggle. The best performers achieve an accuracy near 60%, which is far behind human performance of 87.4%. To guide future advancements, we identify and summarize major limitations of existing MLLMs in egocentric visual assistance for the blind and explore heuristic solutions for improvement. With these efforts, we hope that EgoBlind will serve as a foundation for developing effective AI assistants to enhance the independence of the blind and visually impaired. Data and code are available at https://github.


Game-RL: Synthesizing Multimodal Verifiable Game Data to Boost VLMs' General Reasoning

arXiv.org Artificial Intelligence

Vision-language reinforcement learning (RL) has primarily focused on narrow domains (e.g. geometry or chart reasoning). This leaves broader training scenarios and resources underexplored, limiting the exploration and learning of Vision Language Models (VLMs) through RL. We find video games inherently provide rich visual elements and mechanics that are easy to verify. To fully use the multimodal and verifiable reward in video games, we propose Game-RL, constructing diverse game tasks for RL training to boost VLMs general reasoning ability. To obtain training data, we propose Code2Logic, a novel approach that adapts game code to synthesize game reasoning task data, thus obtaining the GameQA dataset of 30 games and 158 tasks with controllable difficulty gradation. Unexpectedly, RL training solely on GameQA enables multiple VLMs to achieve performance improvements across 7 diverse vision-language benchmarks, demonstrating the value of Game-RL for enhancing VLMs' general reasoning. Furthermore, this suggests that video games may serve as valuable scenarios and resources to boost general reasoning abilities. Our code, dataset and models are available at the GitHub repository.


Towards Lossless Ultimate Vision Token Compression for VLMs

arXiv.org Artificial Intelligence

Visual language models encounter challenges in computational efficiency and latency, primarily due to the substantial redundancy in the token representations of high-resolution images and videos. Current attention/similarity-based compression algorithms suffer from either position bias or class imbalance, leading to significant accuracy degradation. They also fail to generalize to shallow LLM layers, which exhibit weaker cross-modal interactions. T o address this, we extend token compression to the visual encoder through an effective iterative merging scheme that is orthogonal in spatial axes to accelerate the computation across the entire VLM. Furthermoer, we integrate a spectrum pruning unit into LLM through an attention/similarity-free low-pass filter, which gradually prunes redundant visual tokens and is fully compatible to modern FlashAttention. On this basis, we propose Lossless Ultimate Vision tokens Compression (LUVC) framework. LUVC systematically compresses visual tokens until complete elimination at the final layer of LLM, so that the high-dimensional visual features are gradually fused into the multimodal queries. The experiments show that LUVC achieves a 2 speedup inference in language model with negligible accuracy degradation, and the training-free characteristic enables immediate deployment across multiple VLMs.


GenRecal: Generation after Recalibration from Large to Small Vision-Language Models

arXiv.org Artificial Intelligence

Recent advancements in vision-language models (VLMs) have leveraged large language models (LLMs) to achieve performance on par with closed-source systems like GPT-4V. However, deploying these models in real-world scenarios, particularly on resource-constrained devices, remains challenging due to their substantial computational demands. This has spurred interest in distilling knowledge from large VLMs into smaller, more efficient counterparts. A key challenge arises here from the diversity of VLM architectures, which are built on different LLMs and employ varying token types-differing in vocabulary size, token splits, and token index ordering. To address this challenge of limitation to a specific VLM type, we present Generation after Recalibration (GenRecal), a general-purpose distillation framework for VLMs. GenRecal incorporates a Recalibrator that aligns and adapts feature representations between heterogeneous VLMs, enabling effective knowledge transfer across different types of VLMs. Through extensive experiments on multiple challenging benchmarks, we demonstrate that GenRecal significantly improves baseline performances, eventually outperforming large-scale open- and closed-source VLMs.