62.8CVMar 31
OmniSch: A Multimodal PCB Schematic Benchmark For Structured Diagram Visual ReasoningTaiting Lu, Kaiyuan Lin, Yuxin Tian et al.
Recent large multimodal models (LMMs) have made rapid progress in visual grounding, document understanding, and diagram reasoning tasks. However, their ability to convert Printed Circuit Board (PCB) schematic diagrams into machine-readable spatially weighted netlist graphs, jointly capturing component attributes, connectivity, and geometry, remains largely underexplored, despite such graph representations are the backbone of practical electronic design automation (EDA) workflows. To bridge this gap, we introduce OmniSch, the first comprehensive benchmark designed to assess LMMs on schematic understanding and spatial netlist graph construction. OmniSch contains 1,854 real-world schematic diagrams and includes four tasks: (1) visual grounding for schematic entities, with 109.9K grounded instances aligning 423.4K diagram semantic labels to their visual regions; (2) diagram-to-graph reasoning, understanding topological relationship among diagram elements; (3) geometric reasoning, constructing layout-dependent weights for each connection; and (4) tool-augmented agentic reasoning for visual search, invoking external tools to accomplish (1)-(3). Our results reveal substantial gaps of current LMMs in interpreting schematic engineering artifacts, including unreliable fine-grained grounding, brittle layout-to-graph parsing, inconsistent global connectivity reasoning and inefficient visual exploration.
LGSep 10, 2018
Learning Adaptive Display Exposure for Real-Time AdvertisingWeixun Wang, Junqi Jin, Jianye Hao et al.
In E-commerce advertising, where product recommendations and product ads are presented to users simultaneously, the traditional setting is to display ads at fixed positions. However, under such a setting, the advertising system loses the flexibility to control the number and positions of ads, resulting in sub-optimal platform revenue and user experience. Consequently, major e-commerce platforms (e.g., Taobao.com) have begun to consider more flexible ways to display ads. In this paper, we investigate the problem of advertising with adaptive exposure: can we dynamically determine the number and positions of ads for each user visit under certain business constraints so that the platform revenue can be increased? More specifically, we consider two types of constraints: request-level constraint ensures user experience for each user visit, and platform-level constraint controls the overall platform monetization rate. We model this problem as a Constrained Markov Decision Process with per-state constraint (psCMDP) and propose a constrained two-level reinforcement learning approach to decompose the original problem into two relatively independent sub-problems. To accelerate policy learning, we also devise a constrained hindsight experience replay mechanism. Experimental evaluations on industry-scale real-world datasets demonstrate the merits of our approach in both obtaining higher revenue under the constraints and the effectiveness of the constrained hindsight experience replay mechanism.
AIMar 1, 2018
Towards Cooperation in Sequential Prisoner's Dilemmas: a Deep Multiagent Reinforcement Learning ApproachWeixun Wang, Jianye Hao, Yixi Wang et al.
The Iterated Prisoner's Dilemma has guided research on social dilemmas for decades. However, it distinguishes between only two atomic actions: cooperate and defect. In real-world prisoner's dilemmas, these choices are temporally extended and different strategies may correspond to sequences of actions, reflecting grades of cooperation. We introduce a Sequential Prisoner's Dilemma (SPD) game to better capture the aforementioned characteristics. In this work, we propose a deep multiagent reinforcement learning approach that investigates the evolution of mutual cooperation in SPD games. Our approach consists of two phases. The first phase is offline: it synthesizes policies with different cooperation degrees and then trains a cooperation degree detection network. The second phase is online: an agent adaptively selects its policy based on the detected degree of opponent cooperation. The effectiveness of our approach is demonstrated in two representative SPD 2D games: the Apple-Pear game and the Fruit Gathering game. Experimental results show that our strategy can avoid being exploited by exploitative opponents and achieve cooperation with cooperative opponents.