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 open-world environment


Fairness Continual Learning Approach to Semantic Scene Understanding in Open-World Environments

Neural Information Processing Systems

Continual semantic segmentation aims to learn new classes while maintaining the information from the previous classes. Although prior studies have shown impressive progress in recent years, the fairness concern in the continual semantic segmentation needs to be better addressed. Meanwhile, fairness is one of the most vital factors in deploying the deep learning model, especially in human-related or safety applications. In this paper, we present a novel Fairness Continual Learning approach to the semantic segmentation problem.In particular, under the fairness objective, a new fairness continual learning framework is proposed based on class distributions.Then, a novel Prototypical Contrastive Clustering loss is proposed to address the significant challenges in continual learning, i.e., catastrophic forgetting and background shift. Our proposed loss has also been proven as a novel, generalized learning paradigm of knowledge distillation commonly used in continual learning. Moreover, the proposed Conditional Structural Consistency loss further regularized the structural constraint of the predicted segmentation. Our proposed approach has achieved State-of-the-Art performance on three standard scene understanding benchmarks, i.e., ADE20K, Cityscapes, and Pascal VOC, and promoted the fairness of the segmentation model.


Active Reasoning in an Open-World Environment

Neural Information Processing Systems

Recent advances in vision-language learning have achieved notable success on question-answering datasets through the integration of extensive world knowledge. Yet, most models operate, responding to questions based on pre-stored knowledge. In stark contrast, humans possess the ability to explore, accumulate, and reason using both newfound and existing information to tackle questions.


The Station: An Open-World Environment for AI-Driven Discovery

arXiv.org Artificial Intelligence

We introduce the STATION, an open-world multi-agent environment for autonomous scientific discovery. The Station simulates a complete scientific ecosystem, where agents can engage in long scientific journeys that include reading papers from peers, formulating hypotheses, collaborating with peers, submitting experiments, and publishing results. Importantly, there is no centralized system coordinating their activities. Utilizing their long context, agents are free to choose their own actions and develop their own narratives within the Station. Experiments demonstrate that AI agents in the Station achieve new state-of-the-art performance on a wide range of benchmarks, spanning mathematics, computational biology, and machine learning, notably surpassing AlphaEvolve in circle packing. A rich tapestry of unscripted narratives emerges, such as agents collaborating and analyzing other works rather than pursuing myopic optimization. From these emergent narratives, novel methods arise organically, such as a new density-adaptive algorithm for scRNA-seq batch integration that borrows concepts from another domain. The Station marks a first step towards autonomous scientific discovery driven by emergent behavior in an open-world environment, representing a new paradigm that moves beyond rigid pipelines.


Toward Memory-Aided World Models: Benchmarking via Spatial Consistency

arXiv.org Artificial Intelligence

The ability to simulate the world in a spatially consistent manner is a crucial requirements for effective world models. Such a model enables high-quality visual generation, and also ensures the reliability of world models for downstream tasks such as simulation and planning. Designing a memory module is a crucial component for addressing spatial consistency: such a model must not only retain long-horizon observational information, but also enables the construction of explicit or implicit internal spatial representations. However, there are no dataset designed to promote the development of memory modules by explicitly enforcing spatial consistency constraints. Furthermore, most existing benchmarks primarily emphasize visual coherence or generation quality, neglecting the requirement of long-range spatial consistency. To bridge this gap, we construct a dataset and corresponding benchmark by sampling 150 distinct locations within the open-world environment of Minecraft, collecting about 250 hours (20 million frames) of loop-based navigation videos with actions. Our dataset follows a curriculum design of sequence lengths, allowing models to learn spatial consistency on increasingly complex navigation trajectories. Furthermore, our data collection pipeline is easily extensible to new Minecraft environments and modules. Four representative world model baselines are evaluated on our benchmark. Dataset, benchmark, and code are open-sourced to support future research.


Mars: Situated Inductive Reasoning in an Open-World Environment

Neural Information Processing Systems

Large Language Models (LLMs) trained on massive corpora have shown remarkable success in knowledge-intensive tasks. Yet, most of them rely on pre-stored knowledge. Inducing new general knowledge from a specific environment andperforming reasoning with the acquired knowledge--situated inductive reasoning, is crucial and challenging for machine intelligence. In this paper, we design Mars, an interactive environment devised for situated inductive reasoning. It introduces counter-commonsense game mechanisms by modifying terrain, survival setting and task dependency while adhering to certain principles.


Fairness Continual Learning Approach to Semantic Scene Understanding in Open-World Environments

Neural Information Processing Systems

Continual semantic segmentation aims to learn new classes while maintaining the information from the previous classes. Although prior studies have shown impressive progress in recent years, the fairness concern in the continual semantic segmentation needs to be better addressed. Meanwhile, fairness is one of the most vital factors in deploying the deep learning model, especially in human-related or safety applications. In this paper, we present a novel Fairness Continual Learning approach to the semantic segmentation problem.In particular, under the fairness objective, a new fairness continual learning framework is proposed based on class distributions.Then, a novel Prototypical Contrastive Clustering loss is proposed to address the significant challenges in continual learning, i.e., catastrophic forgetting and background shift. Our proposed loss has also been proven as a novel, generalized learning paradigm of knowledge distillation commonly used in continual learning. Moreover, the proposed Conditional Structural Consistency loss further regularized the structural constraint of the predicted segmentation.


Active Reasoning in an Open-World Environment

Neural Information Processing Systems

Recent advances in vision-language learning have achieved notable success on complete-information question-answering datasets through the integration of extensive world knowledge. Yet, most models operate passively, responding to questions based on pre-stored knowledge. In stark contrast, humans possess the ability to actively explore, accumulate, and reason using both newfound and existing information to tackle incomplete-information questions. In response to this gap, we introduce Conan, an interactive open-world environment devised for the assessment of active reasoning. Conan facilitates active exploration and promotes multi-round abductive inference, reminiscent of rich, open-world settings like Minecraft.


Evidential Active Recognition: Intelligent and Prudent Open-World Embodied Perception

arXiv.org Artificial Intelligence

Active recognition enables robots to intelligently explore novel observations, thereby acquiring more information while circumventing undesired viewing conditions. Recent approaches favor learning policies from simulated or collected data, wherein appropriate actions are more frequently selected when the recognition is accurate. However, most recognition modules are developed under the closed-world assumption, which makes them ill-equipped to handle unexpected inputs, such as the absence of the target object in the current observation. To address this issue, we propose treating active recognition as a sequential evidence-gathering process, providing by-step uncertainty quantification and reliable prediction under the evidence combination theory. Additionally, the reward function developed in this paper effectively characterizes the merit of actions when operating in open-world environments. To evaluate the performance, we collect a dataset from an indoor simulator, encompassing various recognition challenges such as distance, occlusion levels, and visibility. Through a series of experiments on recognition and robustness analysis, we demonstrate the necessity of introducing uncertainties to active recognition and the superior performance of the proposed method.


The 27 funniest video games of all time

The Guardian

Video games have always been funny. From the lumbering kidnap animation in Donkey Kong to the witty wordplay of the Uncharted series, developers have used every tool at their disposal to make us giggle while we shoot, jump, explore and accelerate. Sometimes the humour comes from the script, sometimes the mechanics, and sometimes it's just the emergent joy of competing against friends. Whichever, we all remember games that have had us doubled over our controllers, helpless with laughter. Here then, are the funniest games we've ever played.