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SubscribeA Probabilistic End-To-End Task-Oriented Dialog Model with Latent Belief States towards Semi-Supervised Learning
Structured belief states are crucial for user goal tracking and database query in task-oriented dialog systems. However, training belief trackers often requires expensive turn-level annotations of every user utterance. In this paper we aim at alleviating the reliance on belief state labels in building end-to-end dialog systems, by leveraging unlabeled dialog data towards semi-supervised learning. We propose a probabilistic dialog model, called the LAtent BElief State (LABES) model, where belief states are represented as discrete latent variables and jointly modeled with system responses given user inputs. Such latent variable modeling enables us to develop semi-supervised learning under the principled variational learning framework. Furthermore, we introduce LABES-S2S, which is a copy-augmented Seq2Seq model instantiation of LABES. In supervised experiments, LABES-S2S obtains strong results on three benchmark datasets of different scales. In utilizing unlabeled dialog data, semi-supervised LABES-S2S significantly outperforms both supervised-only and semi-supervised baselines. Remarkably, we can reduce the annotation demands to 50% without performance loss on MultiWOZ.
CogniPair: From LLM Chatbots to Conscious AI Agents -- GNWT-Based Multi-Agent Digital Twins for Social Pairing -- Dating & Hiring Applications
Current large language model (LLM) agents lack authentic human psychological processes necessary for genuine digital twins and social AI applications. To address this limitation, we present a computational implementation of Global Workspace Theory (GNWT) that integrates human cognitive architecture principles into LLM agents, creating specialized sub-agents for emotion, memory, social norms, planning, and goal-tracking coordinated through a global workspace mechanism. However, authentic digital twins require accurate personality initialization. We therefore develop a novel adventure-based personality test that evaluates true personality through behavioral choices within interactive scenarios, bypassing self-presentation bias found in traditional assessments. Building on these innovations, our CogniPair platform enables digital twins to engage in realistic simulated dating interactions and job interviews before real encounters, providing bidirectional cultural fit assessment for both romantic compatibility and workplace matching. Validation using 551 GNWT-Agents and Columbia University Speed Dating dataset demonstrates 72% correlation with human attraction patterns, 77.8% match prediction accuracy, and 74% agreement in human validation studies. This work advances psychological authenticity in LLM agents and establishes a foundation for intelligent dating platforms and HR technology solutions.
PsychEval: A Multi-Session and Multi-Therapy Benchmark for High-Realism AI Psychological Counselor
To develop a reliable AI for psychological assessment, we introduce PsychEval, a multi-session, multi-therapy, and highly realistic benchmark designed to address three key challenges: 1) Can we train a highly realistic AI counselor? Realistic counseling is a longitudinal task requiring sustained memory and dynamic goal tracking. We propose a multi-session benchmark (spanning 6-10 sessions across three distinct stages) that demands critical capabilities such as memory continuity, adaptive reasoning, and longitudinal planning. The dataset is annotated with extensive professional skills, comprising over 677 meta-skills and 4577 atomic skills. 2) How to train a multi-therapy AI counselor? While existing models often focus on a single therapy, complex cases frequently require flexible strategies among various therapies. We construct a diverse dataset covering five therapeutic modalities (Psychodynamic, Behaviorism, CBT, Humanistic Existentialist, and Postmodernist) alongside an integrative therapy with a unified three-stage clinical framework across six core psychological topics. 3) How to systematically evaluate an AI counselor? We establish a holistic evaluation framework with 18 therapy-specific and therapy-shared metrics across Client-Level and Counselor-Level dimensions. To support this, we also construct over 2,000 diverse client profiles. Extensive experimental analysis fully validates the superior quality and clinical fidelity of our dataset. Crucially, PsychEval transcends static benchmarking to serve as a high-fidelity reinforcement learning environment that enables the self-evolutionary training of clinically responsible and adaptive AI counselors.
Goal Alignment in LLM-Based User Simulators for Conversational AI
User simulators are essential to conversational AI, enabling scalable agent development and evaluation through simulated interactions. While current Large Language Models (LLMs) have advanced user simulation capabilities, we reveal that they struggle to consistently demonstrate goal-oriented behavior across multi-turn conversations--a critical limitation that compromises their reliability in downstream applications. We introduce User Goal State Tracking (UGST), a novel framework that tracks user goal progression throughout conversations. Leveraging UGST, we present a three-stage methodology for developing user simulators that can autonomously track goal progression and reason to generate goal-aligned responses. Moreover, we establish comprehensive evaluation metrics for measuring goal alignment in user simulators, and demonstrate that our approach yields substantial improvements across two benchmarks (MultiWOZ 2.4 and {\tau}-Bench). Our contributions address a critical gap in conversational AI and establish UGST as an essential framework for developing goal-aligned user simulators.
Variational Hierarchical Dialog Autoencoder for Dialog State Tracking Data Augmentation
Recent works have shown that generative data augmentation, where synthetic samples generated from deep generative models complement the training dataset, benefit NLP tasks. In this work, we extend this approach to the task of dialog state tracking for goal-oriented dialogs. Due to the inherent hierarchical structure of goal-oriented dialogs over utterances and related annotations, the deep generative model must be capable of capturing the coherence among different hierarchies and types of dialog features. We propose the Variational Hierarchical Dialog Autoencoder (VHDA) for modeling the complete aspects of goal-oriented dialogs, including linguistic features and underlying structured annotations, namely speaker information, dialog acts, and goals. The proposed architecture is designed to model each aspect of goal-oriented dialogs using inter-connected latent variables and learns to generate coherent goal-oriented dialogs from the latent spaces. To overcome training issues that arise from training complex variational models, we propose appropriate training strategies. Experiments on various dialog datasets show that our model improves the downstream dialog trackers' robustness via generative data augmentation. We also discover additional benefits of our unified approach to modeling goal-oriented dialogs: dialog response generation and user simulation, where our model outperforms previous strong baselines.
Goal-Oriented Multi-Task BERT-Based Dialogue State Tracker
Dialogue State Tracking (DST) is a core component of virtual assistants such as Alexa or Siri. To accomplish various tasks, these assistants need to support an increasing number of services and APIs. The Schema-Guided State Tracking track of the 8th Dialogue System Technology Challenge highlighted the DST problem for unseen services. The organizers introduced the Schema-Guided Dialogue (SGD) dataset with multi-domain conversations and released a zero-shot dialogue state tracking model. In this work, we propose a GOaL-Oriented Multi-task BERT-based dialogue state tracker (GOLOMB) inspired by architectures for reading comprehension question answering systems. The model "queries" dialogue history with descriptions of slots and services as well as possible values of slots. This allows to transfer slot values in multi-domain dialogues and have a capability to scale to unseen slot types. Our model achieves a joint goal accuracy of 53.97% on the SGD dataset, outperforming the baseline model.
Deep reinforcement learning for tracking a moving target in jellyfish-like swimming
We develop a deep reinforcement learning method for training a jellyfish-like swimmer to effectively track a moving target in a two-dimensional flow. This swimmer is a flexible object equipped with a muscle model based on torsional springs. We employ a deep Q-network (DQN) that takes the swimmer's geometry and dynamic parameters as inputs, and outputs actions which are the forces applied to the swimmer. In particular, we introduce an action regulation to mitigate the interference from complex fluid-structure interactions. The goal of these actions is to navigate the swimmer to a target point in the shortest possible time. In the DQN training, the data on the swimmer's motions are obtained from simulations conducted using the immersed boundary method. During tracking a moving target, there is an inherent delay between the application of forces and the corresponding response of the swimmer's body due to hydrodynamic interactions between the shedding vortices and the swimmer's own locomotion. Our tests demonstrate that the swimmer, with the DQN agent and action regulation, is able to dynamically adjust its course based on its instantaneous state. This work extends the application scope of machine learning in controlling flexible objects within fluid environments.
BoT-SORT: Robust Associations Multi-Pedestrian Tracking
The goal of multi-object tracking (MOT) is detecting and tracking all the objects in a scene, while keeping a unique identifier for each object. In this paper, we present a new robust state-of-the-art tracker, which can combine the advantages of motion and appearance information, along with camera-motion compensation, and a more accurate Kalman filter state vector. Our new trackers BoT-SORT, and BoT-SORT-ReID rank first in the datasets of MOTChallenge [29, 11] on both MOT17 and MOT20 test sets, in terms of all the main MOT metrics: MOTA, IDF1, and HOTA. For MOT17: 80.5 MOTA, 80.2 IDF1, and 65.0 HOTA are achieved. The source code and the pre-trained models are available at https://github.com/NirAharon/BOT-SORT
Schema-Guided Dialogue State Tracking Task at DSTC8
This paper gives an overview of the Schema-Guided Dialogue State Tracking task of the 8th Dialogue System Technology Challenge. The goal of this task is to develop dialogue state tracking models suitable for large-scale virtual assistants, with a focus on data-efficient joint modeling across domains and zero-shot generalization to new APIs. This task provided a new dataset consisting of over 16000 dialogues in the training set spanning 16 domains to highlight these challenges, and a baseline model capable of zero-shot generalization to new APIs. Twenty-five teams participated, developing a range of neural network models, exceeding the performance of the baseline model by a very high margin. The submissions incorporated a variety of pre-trained encoders and data augmentation techniques. This paper describes the task definition, dataset and evaluation methodology. We also summarize the approach and results of the submitted systems to highlight the overall trends in the state-of-the-art.
Tracking through Containers and Occluders in the Wild
Tracking objects with persistence in cluttered and dynamic environments remains a difficult challenge for computer vision systems. In this paper, we introduce TCOW, a new benchmark and model for visual tracking through heavy occlusion and containment. We set up a task where the goal is to, given a video sequence, segment both the projected extent of the target object, as well as the surrounding container or occluder whenever one exists. To study this task, we create a mixture of synthetic and annotated real datasets to support both supervised learning and structured evaluation of model performance under various forms of task variation, such as moving or nested containment. We evaluate two recent transformer-based video models and find that while they can be surprisingly capable of tracking targets under certain settings of task variation, there remains a considerable performance gap before we can claim a tracking model to have acquired a true notion of object permanence.
LaSOT: A High-quality Large-scale Single Object Tracking Benchmark
Despite great recent advances in visual tracking, its further development, including both algorithm design and evaluation, is limited due to lack of dedicated large-scale benchmarks. To address this problem, we present LaSOT, a high-quality Large-scale Single Object Tracking benchmark. LaSOT contains a diverse selection of 85 object classes, and offers 1,550 totaling more than 3.87 million frames. Each video frame is carefully and manually annotated with a bounding box. This makes LaSOT, to our knowledge, the largest densely annotated tracking benchmark. Our goal in releasing LaSOT is to provide a dedicated high quality platform for both training and evaluation of trackers. The average video length of LaSOT is around 2,500 frames, where each video contains various challenge factors that exist in real world video footage,such as the targets disappearing and re-appearing. These longer video lengths allow for the assessment of long-term trackers. To take advantage of the close connection between visual appearance and natural language, we provide language specification for each video in LaSOT. We believe such additions will allow for future research to use linguistic features to improve tracking. Two protocols, full-overlap and one-shot, are designated for flexible assessment of trackers. We extensively evaluate 48 baseline trackers on LaSOT with in-depth analysis, and results reveal that there still exists significant room for improvement. The complete benchmark, tracking results as well as analysis are available at http://vision.cs.stonybrook.edu/~lasot/.
Chasing Ghosts: Instruction Following as Bayesian State Tracking
A visually-grounded navigation instruction can be interpreted as a sequence of expected observations and actions an agent following the correct trajectory would encounter and perform. Based on this intuition, we formulate the problem of finding the goal location in Vision-and-Language Navigation (VLN) within the framework of Bayesian state tracking - learning observation and motion models conditioned on these expectable events. Together with a mapper that constructs a semantic spatial map on-the-fly during navigation, we formulate an end-to-end differentiable Bayes filter and train it to identify the goal by predicting the most likely trajectory through the map according to the instructions. The resulting navigation policy constitutes a new approach to instruction following that explicitly models a probability distribution over states, encoding strong geometric and algorithmic priors while enabling greater explainability. Our experiments show that our approach outperforms a strong LingUNet baseline when predicting the goal location on the map. On the full VLN task, i.e. navigating to the goal location, our approach achieves promising results with less reliance on navigation constraints.
PointOdyssey: A Large-Scale Synthetic Dataset for Long-Term Point Tracking
We introduce PointOdyssey, a large-scale synthetic dataset, and data generation framework, for the training and evaluation of long-term fine-grained tracking algorithms. Our goal is to advance the state-of-the-art by placing emphasis on long videos with naturalistic motion. Toward the goal of naturalism, we animate deformable characters using real-world motion capture data, we build 3D scenes to match the motion capture environments, and we render camera viewpoints using trajectories mined via structure-from-motion on real videos. We create combinatorial diversity by randomizing character appearance, motion profiles, materials, lighting, 3D assets, and atmospheric effects. Our dataset currently includes 104 videos, averaging 2,000 frames long, with orders of magnitude more correspondence annotations than prior work. We show that existing methods can be trained from scratch in our dataset and outperform the published variants. Finally, we introduce modifications to the PIPs point tracking method, greatly widening its temporal receptive field, which improves its performance on PointOdyssey as well as on two real-world benchmarks. Our data and code are publicly available at: https://pointodyssey.com
SGD-QA: Fast Schema-Guided Dialogue State Tracking for Unseen Services
Dialogue state tracking is an essential part of goal-oriented dialogue systems, while most of these state tracking models often fail to handle unseen services. In this paper, we propose SGD-QA, a simple and extensible model for schema-guided dialogue state tracking based on a question answering approach. The proposed multi-pass model shares a single encoder between the domain information and dialogue utterance. The domain's description represents the query and the dialogue utterance serves as the context. The model improves performance on unseen services by at least 1.6x compared to single-pass baseline models on the SGD dataset. SGD-QA shows competitive performance compared to state-of-the-art multi-pass models while being significantly more efficient in terms of memory consumption and training performance. We provide a thorough discussion on the model with ablation study and error analysis.
The Tracking Machine Learning challenge : Throughput phase
This paper reports on the second "Throughput" phase of the Tracking Machine Learning (TrackML) challenge on the Codalab platform. As in the first "Accuracy" phase, the participants had to solve a difficult experimental problem linked to tracking accurately the trajectory of particles as e.g. created at the Large Hadron Collider (LHC): given O(10^5) points, the participants had to connect them into O(10^4) individual groups that represent the particle trajectories which are approximated helical. While in the first phase only the accuracy mattered, the goal of this second phase was a compromise between the accuracy and the speed of inference. Both were measured on the Codalab platform where the participants had to upload their software. The best three participants had solutions with good accuracy and speed an order of magnitude faster than the state of the art when the challenge was designed. Although the core algorithms were less diverse than in the first phase, a diversity of techniques have been used and are described in this paper. The performance of the algorithms are analysed in depth and lessons derived.
BeyondMimic: From Motion Tracking to Versatile Humanoid Control via Guided Diffusion
The human-like form of humanoid robots positions them uniquely to achieve the agility and versatility in motor skills that humans possess. Learning from human demonstrations offers a scalable approach to acquiring these capabilities. However, prior works either produce unnatural motions or rely on motion-specific tuning to achieve satisfactory naturalness. Furthermore, these methods are often motion- or goal-specific, lacking the versatility to compose diverse skills, especially when solving unseen tasks. We present BeyondMimic, a framework that scales to diverse motions and carries the versatility to compose them seamlessly in tackling unseen downstream tasks. At heart, a compact motion-tracking formulation enables mastering a wide range of radically agile behaviors, including aerial cartwheels, spin-kicks, flip-kicks, and sprinting, with a single setup and shared hyperparameters, all while achieving state-of-the-art human-like performance. Moving beyond the mere imitation of existing motions, we propose a unified latent diffusion model that empowers versatile goal specification, seamless task switching, and dynamic composition of these agile behaviors. Leveraging classifier guidance, a diffusion-specific technique for test-time optimization toward novel objectives, our model extends its capability to solve downstream tasks never encountered during training, including motion inpainting, joystick teleoperation, and obstacle avoidance, and transfers these skills zero-shot to real hardware. This work opens new frontiers for humanoid robots by pushing the limits of scalable human-like motor skill acquisition from human motion and advancing seamless motion synthesis that achieves generalization and versatility beyond training setups.
MindDial: Belief Dynamics Tracking with Theory-of-Mind Modeling for Situated Neural Dialogue Generation
Humans talk in free-form while negotiating the expressed meanings or common ground. Despite the impressive conversational abilities of the large generative language models, they do not consider the individual differences in contextual understanding in a shared situated environment. In this work, we propose MindDial, a novel conversational framework that can generate situated free-form responses to negotiate common ground. We design an explicit mind module that can track three-level beliefs -- the speaker's belief, the speaker's prediction of the listener's belief, and the common belief based on the gap between the first two. Then the speaking act classification head will decide to continue to talk, end this turn, or take task-related action. We augment a common ground alignment dataset MutualFriend with belief dynamics annotation, of which the goal is to find a single mutual friend based on the free chat between two agents. Experiments show that our model with mental state modeling can resemble human responses when aligning common ground meanwhile mimic the natural human conversation flow. The ablation study further validates the third-level common belief can aggregate information of the first and second-order beliefs and align common ground more efficiently.
Learning End-to-End Goal-Oriented Dialog
Traditional dialog systems used in goal-oriented applications require a lot of domain-specific handcrafting, which hinders scaling up to new domains. End-to-end dialog systems, in which all components are trained from the dialogs themselves, escape this limitation. But the encouraging success recently obtained in chit-chat dialog may not carry over to goal-oriented settings. This paper proposes a testbed to break down the strengths and shortcomings of end-to-end dialog systems in goal-oriented applications. Set in the context of restaurant reservation, our tasks require manipulating sentences and symbols, so as to properly conduct conversations, issue API calls and use the outputs of such calls. We show that an end-to-end dialog system based on Memory Networks can reach promising, yet imperfect, performance and learn to perform non-trivial operations. We confirm those results by comparing our system to a hand-crafted slot-filling baseline on data from the second Dialog State Tracking Challenge (Henderson et al., 2014a). We show similar result patterns on data extracted from an online concierge service.
SynthDST: Synthetic Data is All You Need for Few-Shot Dialog State Tracking
In-context learning with Large Language Models (LLMs) has emerged as a promising avenue of research in Dialog State Tracking (DST). However, the best-performing in-context learning methods involve retrieving and adding similar examples to the prompt, requiring access to labeled training data. Procuring such training data for a wide range of domains and applications is time-consuming, expensive, and, at times, infeasible. While zero-shot learning requires no training data, it significantly lags behind the few-shot setup. Thus, `Can we efficiently generate synthetic data for any dialogue schema to enable few-shot prompting?' Addressing this question, we propose \method, a data generation framework tailored for DST, utilizing LLMs. Our approach only requires the dialogue schema and a few hand-crafted dialogue templates to synthesize natural, coherent, and free-flowing dialogues with DST annotations. Few-shot learning using data from {\method} results in 4-5% improvement in Joint Goal Accuracy over the zero-shot baseline on MultiWOZ 2.1 and 2.4. Remarkably, our few-shot learning approach recovers nearly 98% of the performance compared to the few-shot setup using human-annotated training data. Our synthetic data and code can be accessed at https://github.com/apple/ml-synthdst
Interpretable and Robust Dialogue State Tracking via Natural Language Summarization with LLMs
This paper introduces a novel approach to Dialogue State Tracking (DST) that leverages Large Language Models (LLMs) to generate natural language descriptions of dialogue states, moving beyond traditional slot-value representations. Conventional DST methods struggle with open-domain dialogues and noisy inputs. Motivated by the generative capabilities of LLMs, our Natural Language DST (NL-DST) framework trains an LLM to directly synthesize human-readable state descriptions. We demonstrate through extensive experiments on MultiWOZ 2.1 and Taskmaster-1 datasets that NL-DST significantly outperforms rule-based and discriminative BERT-based DST baselines, as well as generative slot-filling GPT-2 DST models, in both Joint Goal Accuracy and Slot Accuracy. Ablation studies and human evaluations further validate the effectiveness of natural language state generation, highlighting its robustness to noise and enhanced interpretability. Our findings suggest that NL-DST offers a more flexible, accurate, and human-understandable approach to dialogue state tracking, paving the way for more robust and adaptable task-oriented dialogue systems.
Diable: Efficient Dialogue State Tracking as Operations on Tables
Sequence-to-sequence state-of-the-art systems for dialogue state tracking (DST) use the full dialogue history as input, represent the current state as a list with all the slots, and generate the entire state from scratch at each dialogue turn. This approach is inefficient, especially when the number of slots is large and the conversation is long. We propose Diable, a new task formalisation that simplifies the design and implementation of efficient DST systems and allows one to easily plug and play large language models. We represent the dialogue state as a table and formalise DST as a table manipulation task. At each turn, the system updates the previous state by generating table operations based on the dialogue context. Extensive experimentation on the MultiWoz datasets demonstrates that Diable (i) outperforms strong efficient DST baselines, (ii) is 2.4x more time efficient than current state-of-the-art methods while retaining competitive Joint Goal Accuracy, and (iii) is robust to noisy data annotations due to the table operations approach.
MOT16: A Benchmark for Multi-Object Tracking
Standardized benchmarks are crucial for the majority of computer vision applications. Although leaderboards and ranking tables should not be over-claimed, benchmarks often provide the most objective measure of performance and are therefore important guides for reseach. Recently, a new benchmark for Multiple Object Tracking, MOTChallenge, was launched with the goal of collecting existing and new data and creating a framework for the standardized evaluation of multiple object tracking methods. The first release of the benchmark focuses on multiple people tracking, since pedestrians are by far the most studied object in the tracking community. This paper accompanies a new release of the MOTChallenge benchmark. Unlike the initial release, all videos of MOT16 have been carefully annotated following a consistent protocol. Moreover, it not only offers a significant increase in the number of labeled boxes, but also provides multiple object classes beside pedestrians and the level of visibility for every single object of interest.
Video Instance Segmentation
In this paper we present a new computer vision task, named video instance segmentation. The goal of this new task is simultaneous detection, segmentation and tracking of instances in videos. In words, it is the first time that the image instance segmentation problem is extended to the video domain. To facilitate research on this new task, we propose a large-scale benchmark called YouTube-VIS, which consists of 2883 high-resolution YouTube videos, a 40-category label set and 131k high-quality instance masks. In addition, we propose a novel algorithm called MaskTrack R-CNN for this task. Our new method introduces a new tracking branch to Mask R-CNN to jointly perform the detection, segmentation and tracking tasks simultaneously. Finally, we evaluate the proposed method and several strong baselines on our new dataset. Experimental results clearly demonstrate the advantages of the proposed algorithm and reveal insight for future improvement. We believe the video instance segmentation task will motivate the community along the line of research for video understanding.
Dexterous Legged Locomotion in Confined 3D Spaces with Reinforcement Learning
Recent advances of locomotion controllers utilizing deep reinforcement learning (RL) have yielded impressive results in terms of achieving rapid and robust locomotion across challenging terrain, such as rugged rocks, non-rigid ground, and slippery surfaces. However, while these controllers primarily address challenges underneath the robot, relatively little research has investigated legged mobility through confined 3D spaces, such as narrow tunnels or irregular voids, which impose all-around constraints. The cyclic gait patterns resulted from existing RL-based methods to learn parameterized locomotion skills characterized by motion parameters, such as velocity and body height, may not be adequate to navigate robots through challenging confined 3D spaces, requiring both agile 3D obstacle avoidance and robust legged locomotion. Instead, we propose to learn locomotion skills end-to-end from goal-oriented navigation in confined 3D spaces. To address the inefficiency of tracking distant navigation goals, we introduce a hierarchical locomotion controller that combines a classical planner tasked with planning waypoints to reach a faraway global goal location, and an RL-based policy trained to follow these waypoints by generating low-level motion commands. This approach allows the policy to explore its own locomotion skills within the entire solution space and facilitates smooth transitions between local goals, enabling long-term navigation towards distant goals. In simulation, our hierarchical approach succeeds at navigating through demanding confined 3D environments, outperforming both pure end-to-end learning approaches and parameterized locomotion skills. We further demonstrate the successful real-world deployment of our simulation-trained controller on a real robot.
Localizing Active Objects from Egocentric Vision with Symbolic World Knowledge
The ability to actively ground task instructions from an egocentric view is crucial for AI agents to accomplish tasks or assist humans virtually. One important step towards this goal is to localize and track key active objects that undergo major state change as a consequence of human actions/interactions to the environment without being told exactly what/where to ground (e.g., localizing and tracking the `sponge` in video from the instruction "Dip the `sponge` into the bucket."). While existing works approach this problem from a pure vision perspective, we investigate to which extent the textual modality (i.e., task instructions) and their interaction with visual modality can be beneficial. Specifically, we propose to improve phrase grounding models' ability on localizing the active objects by: (1) learning the role of `objects undergoing change` and extracting them accurately from the instructions, (2) leveraging pre- and post-conditions of the objects during actions, and (3) recognizing the objects more robustly with descriptional knowledge. We leverage large language models (LLMs) to extract the aforementioned action-object knowledge, and design a per-object aggregation masking technique to effectively perform joint inference on object phrases and symbolic knowledge. We evaluate our framework on Ego4D and Epic-Kitchens datasets. Extensive experiments demonstrate the effectiveness of our proposed framework, which leads to>54% improvements in all standard metrics on the TREK-150-OPE-Det localization + tracking task, >7% improvements in all standard metrics on the TREK-150-OPE tracking task, and >3% improvements in average precision (AP) on the Ego4D SCOD task.
A Simple Language Model for Task-Oriented Dialogue
Task-oriented dialogue is often decomposed into three tasks: understanding user input, deciding actions, and generating a response. While such decomposition might suggest a dedicated model for each sub-task, we find a simple, unified approach leads to state-of-the-art performance on the MultiWOZ dataset. SimpleTOD is a simple approach to task-oriented dialogue that uses a single, causal language model trained on all sub-tasks recast as a single sequence prediction problem. This allows SimpleTOD to fully leverage transfer learning from pre-trained, open domain, causal language models such as GPT-2. SimpleTOD improves over the prior state-of-the-art in joint goal accuracy for dialogue state tracking, and our analysis reveals robustness to noisy annotations in this setting. SimpleTOD also improves the main metrics used to evaluate action decisions and response generation in an end-to-end setting: inform rate by 8.1 points, success rate by 9.7 points, and combined score by 7.2 points.
Artemis: Towards Referential Understanding in Complex Videos
Videos carry rich visual information including object description, action, interaction, etc., but the existing multimodal large language models (MLLMs) fell short in referential understanding scenarios such as video-based referring. In this paper, we present Artemis, an MLLM that pushes video-based referential understanding to a finer level. Given a video, Artemis receives a natural-language question with a bounding box in any video frame and describes the referred target in the entire video. The key to achieving this goal lies in extracting compact, target-specific video features, where we set a solid baseline by tracking and selecting spatiotemporal features from the video. We train Artemis on the newly established VideoRef45K dataset with 45K video-QA pairs and design a computationally efficient, three-stage training procedure. Results are promising both quantitatively and qualitatively. Additionally, we show that \model can be integrated with video grounding and text summarization tools to understand more complex scenarios. Code and data are available at https://github.com/qiujihao19/Artemis.
SGD-X: A Benchmark for Robust Generalization in Schema-Guided Dialogue Systems
Zero/few-shot transfer to unseen services is a critical challenge in task-oriented dialogue research. The Schema-Guided Dialogue (SGD) dataset introduced a paradigm for enabling models to support any service in zero-shot through schemas, which describe service APIs to models in natural language. We explore the robustness of dialogue systems to linguistic variations in schemas by designing SGD-X - a benchmark extending SGD with semantically similar yet stylistically diverse variants for every schema. We observe that two top state tracking models fail to generalize well across schema variants, measured by joint goal accuracy and a novel metric for measuring schema sensitivity. Additionally, we present a simple model-agnostic data augmentation method to improve schema robustness.
Decoding Open-Ended Information Seeking Goals from Eye Movements in Reading
When reading, we often have specific information that interests us in a text. For example, you might be reading this paper because you are curious about LLMs for eye movements in reading, the experimental design, or perhaps you only care about the question ``but does it work?''. More broadly, in daily life, people approach texts with any number of text-specific goals that guide their reading behavior. In this work, we ask, for the first time, whether open-ended reading goals can be automatically decoded from eye movements in reading. To address this question, we introduce goal classification and goal reconstruction tasks and evaluation frameworks, and use large-scale eye tracking for reading data in English with hundreds of text-specific information seeking tasks. We develop and compare several discriminative and generative multimodal LLMs that combine eye movements and text for goal classification and goal reconstruction. Our experiments show considerable success on both tasks, suggesting that LLMs can extract valuable information about the readers' text-specific goals from eye movements.
BFM-Zero: A Promptable Behavioral Foundation Model for Humanoid Control Using Unsupervised Reinforcement Learning
Building Behavioral Foundation Models (BFMs) for humanoid robots has the potential to unify diverse control tasks under a single, promptable generalist policy. However, existing approaches are either exclusively deployed on simulated humanoid characters, or specialized to specific tasks such as tracking. We propose BFM-Zero, a framework that learns an effective shared latent representation that embeds motions, goals, and rewards into a common space, enabling a single policy to be prompted for multiple downstream tasks without retraining. This well-structured latent space in BFM-Zero enables versatile and robust whole-body skills on a Unitree G1 humanoid in the real world, via diverse inference methods, including zero-shot motion tracking, goal reaching, and reward optimization, and few-shot optimization-based adaptation. Unlike prior on-policy reinforcement learning (RL) frameworks, BFM-Zero builds upon recent advancements in unsupervised RL and Forward-Backward (FB) models, which offer an objective-centric, explainable, and smooth latent representation of whole-body motions. We further extend BFM-Zero with critical reward shaping, domain randomization, and history-dependent asymmetric learning to bridge the sim-to-real gap. Those key design choices are quantitatively ablated in simulation. A first-of-its-kind model, BFM-Zero establishes a step toward scalable, promptable behavioral foundation models for whole-body humanoid control.
NavGPT: Explicit Reasoning in Vision-and-Language Navigation with Large Language Models
Trained with an unprecedented scale of data, large language models (LLMs) like ChatGPT and GPT-4 exhibit the emergence of significant reasoning abilities from model scaling. Such a trend underscored the potential of training LLMs with unlimited language data, advancing the development of a universal embodied agent. In this work, we introduce the NavGPT, a purely LLM-based instruction-following navigation agent, to reveal the reasoning capability of GPT models in complex embodied scenes by performing zero-shot sequential action prediction for vision-and-language navigation (VLN). At each step, NavGPT takes the textual descriptions of visual observations, navigation history, and future explorable directions as inputs to reason the agent's current status, and makes the decision to approach the target. Through comprehensive experiments, we demonstrate NavGPT can explicitly perform high-level planning for navigation, including decomposing instruction into sub-goal, integrating commonsense knowledge relevant to navigation task resolution, identifying landmarks from observed scenes, tracking navigation progress, and adapting to exceptions with plan adjustment. Furthermore, we show that LLMs is capable of generating high-quality navigational instructions from observations and actions along a path, as well as drawing accurate top-down metric trajectory given the agent's navigation history. Despite the performance of using NavGPT to zero-shot R2R tasks still falling short of trained models, we suggest adapting multi-modality inputs for LLMs to use as visual navigation agents and applying the explicit reasoning of LLMs to benefit learning-based models.
Trace Anything: Representing Any Video in 4D via Trajectory Fields
Effective spatio-temporal representation is fundamental to modeling, understanding, and predicting dynamics in videos. The atomic unit of a video, the pixel, traces a continuous 3D trajectory over time, serving as the primitive element of dynamics. Based on this principle, we propose representing any video as a Trajectory Field: a dense mapping that assigns a continuous 3D trajectory function of time to each pixel in every frame. With this representation, we introduce Trace Anything, a neural network that predicts the entire trajectory field in a single feed-forward pass. Specifically, for each pixel in each frame, our model predicts a set of control points that parameterizes a trajectory (i.e., a B-spline), yielding its 3D position at arbitrary query time instants. We trained the Trace Anything model on large-scale 4D data, including data from our new platform, and our experiments demonstrate that: (i) Trace Anything achieves state-of-the-art performance on our new benchmark for trajectory field estimation and performs competitively on established point-tracking benchmarks; (ii) it offers significant efficiency gains thanks to its one-pass paradigm, without requiring iterative optimization or auxiliary estimators; and (iii) it exhibits emergent abilities, including goal-conditioned manipulation, motion forecasting, and spatio-temporal fusion. Project page: https://trace-anything.github.io/.
SoccerNet 2022 Challenges Results
The SoccerNet 2022 challenges were the second annual video understanding challenges organized by the SoccerNet team. In 2022, the challenges were composed of 6 vision-based tasks: (1) action spotting, focusing on retrieving action timestamps in long untrimmed videos, (2) replay grounding, focusing on retrieving the live moment of an action shown in a replay, (3) pitch localization, focusing on detecting line and goal part elements, (4) camera calibration, dedicated to retrieving the intrinsic and extrinsic camera parameters, (5) player re-identification, focusing on retrieving the same players across multiple views, and (6) multiple object tracking, focusing on tracking players and the ball through unedited video streams. Compared to last year's challenges, tasks (1-2) had their evaluation metrics redefined to consider tighter temporal accuracies, and tasks (3-6) were novel, including their underlying data and annotations. More information on the tasks, challenges and leaderboards are available on https://www.soccer-net.org. Baselines and development kits are available on https://github.com/SoccerNet.
Mirror-NeRF: Learning Neural Radiance Fields for Mirrors with Whitted-Style Ray Tracing
Recently, Neural Radiance Fields (NeRF) has exhibited significant success in novel view synthesis, surface reconstruction, etc. However, since no physical reflection is considered in its rendering pipeline, NeRF mistakes the reflection in the mirror as a separate virtual scene, leading to the inaccurate reconstruction of the mirror and multi-view inconsistent reflections in the mirror. In this paper, we present a novel neural rendering framework, named Mirror-NeRF, which is able to learn accurate geometry and reflection of the mirror and support various scene manipulation applications with mirrors, such as adding new objects or mirrors into the scene and synthesizing the reflections of these new objects in mirrors, controlling mirror roughness, etc. To achieve this goal, we propose a unified radiance field by introducing the reflection probability and tracing rays following the light transport model of Whitted Ray Tracing, and also develop several techniques to facilitate the learning process. Experiments and comparisons on both synthetic and real datasets demonstrate the superiority of our method. The code and supplementary material are available on the project webpage: https://zju3dv.github.io/Mirror-NeRF/.
