LGJun 27, 2023Code
Constraining Generative Models for Engineering Design with Negative DataLyle Regenwetter, Giorgio Giannone, Akash Srivastava et al. · mit
Generative models have recently achieved remarkable success and widespread adoption in society, yet they often struggle to generate realistic and accurate outputs. This challenge extends beyond language and vision into fields like engineering design, where safety-critical engineering standards and non-negotiable physical laws tightly constrain what outputs are considered acceptable. In this work, we introduce a novel training method to guide a generative model toward constraint-satisfying outputs using `negative data' -- examples of what to avoid. Our negative-data generative model (NDGM) formulation easily outperforms classic models, generating 1/6 as many constraint-violating samples using 1/8 as much data in certain problems. It also consistently outperforms other baselines, achieving a balance between constraint satisfaction and distributional similarity that is unsurpassed by any other model in 12 of the 14 problems tested. This widespread superiority is rigorously demonstrated across numerous synthetic tests and real engineering problems, such as ship hull synthesis with hydrodynamic constraints and vehicle design with impact safety constraints. Our benchmarks showcase both the best-in-class performance of our new NDGM formulation and the overall dominance of NDGMs versus classic generative models. We publicly release the code and benchmarks at https://github.com/Lyleregenwetter/NDGMs.
CVFeb 7, 2023
3D Neural Embedding Likelihood: Probabilistic Inverse Graphics for Robust 6D Pose EstimationGuangyao Zhou, Nishad Gothoskar, Lirui Wang et al. · deepmind
The ability to perceive and understand 3D scenes is crucial for many applications in computer vision and robotics. Inverse graphics is an appealing approach to 3D scene understanding that aims to infer the 3D scene structure from 2D images. In this paper, we introduce probabilistic modeling to the inverse graphics framework to quantify uncertainty and achieve robustness in 6D pose estimation tasks. Specifically, we propose 3D Neural Embedding Likelihood (3DNEL) as a unified probabilistic model over RGB-D images, and develop efficient inference procedures on 3D scene descriptions. 3DNEL effectively combines learned neural embeddings from RGB with depth information to improve robustness in sim-to-real 6D object pose estimation from RGB-D images. Performance on the YCB-Video dataset is on par with state-of-the-art yet is much more robust in challenging regimes. In contrast to discriminative approaches, 3DNEL's probabilistic generative formulation jointly models multiple objects in a scene, quantifies uncertainty in a principled way, and handles object pose tracking under heavy occlusion. Finally, 3DNEL provides a principled framework for incorporating prior knowledge about the scene and objects, which allows natural extension to additional tasks like camera pose tracking from video.
CVJul 7, 2022
Finding Fallen Objects Via Asynchronous Audio-Visual IntegrationChuang Gan, Yi Gu, Siyuan Zhou et al.
The way an object looks and sounds provide complementary reflections of its physical properties. In many settings cues from vision and audition arrive asynchronously but must be integrated, as when we hear an object dropped on the floor and then must find it. In this paper, we introduce a setting in which to study multi-modal object localization in 3D virtual environments. An object is dropped somewhere in a room. An embodied robot agent, equipped with a camera and microphone, must determine what object has been dropped -- and where -- by combining audio and visual signals with knowledge of the underlying physics. To study this problem, we have generated a large-scale dataset -- the Fallen Objects dataset -- that includes 8000 instances of 30 physical object categories in 64 rooms. The dataset uses the ThreeDWorld platform which can simulate physics-based impact sounds and complex physical interactions between objects in a photorealistic setting. As a first step toward addressing this challenge, we develop a set of embodied agent baselines, based on imitation learning, reinforcement learning, and modular planning, and perform an in-depth analysis of the challenge of this new task.
AIAug 4, 2022
Solving the Baby Intuitions Benchmark with a Hierarchically Bayesian Theory of MindTan Zhi-Xuan, Nishad Gothoskar, Falk Pollok et al.
To facilitate the development of new models to bridge the gap between machine and human social intelligence, the recently proposed Baby Intuitions Benchmark (arXiv:2102.11938) provides a suite of tasks designed to evaluate commonsense reasoning about agents' goals and actions that even young infants exhibit. Here we present a principled Bayesian solution to this benchmark, based on a hierarchically Bayesian Theory of Mind (HBToM). By including hierarchical priors on agent goals and dispositions, inference over our HBToM model enables few-shot learning of the efficiency and preferences of an agent, which can then be used in commonsense plausibility judgements about subsequent agent behavior. This approach achieves near-perfect accuracy on most benchmark tasks, outperforming deep learning and imitation learning baselines while producing interpretable human-like inferences, demonstrating the advantages of structured Bayesian models of human social cognition.
LGDec 29, 2025Code
BOAD: Discovering Hierarchical Software Engineering Agents via Bandit OptimizationIris Xu, Guangtao Zeng, Zexue He et al.
Large language models (LLMs) have shown strong reasoning and coding capabilities, yet they struggle to generalize to real-world software engineering (SWE) problems that are long-horizon and out of distribution. Existing systems often rely on a single agent to handle the entire workflow-interpreting issues, navigating large codebases, and implementing fixes-within one reasoning chain. Such monolithic designs force the model to retain irrelevant context, leading to spurious correlations and poor generalization. Motivated by how human engineers decompose complex problems, we propose structuring SWE agents as orchestrators coordinating specialized sub-agents for sub-tasks such as localization, editing, and validation. The challenge lies in discovering effective hierarchies automatically: as the number of sub-agents grows, the search space becomes combinatorial, and it is difficult to attribute credit to individual sub-agents within a team. We address these challenges by formulating hierarchy discovery as a multi-armed bandit (MAB) problem, where each arm represents a candidate sub-agent and the reward measures its helpfulness when collaborating with others. This framework, termed Bandit Optimization for Agent Design (BOAD), enables efficient exploration of sub-agent designs under limited evaluation budgets. On SWE-bench-Verified, BOAD outperforms single-agent and manually designed multi-agent systems. On SWE-bench-Live, featuring more recent and out-of-distribution issues, our 36B system ranks second on the leaderboard at the time of evaluation, surpassing larger models such as GPT-4 and Claude. These results demonstrate that automatically discovered hierarchical multi-agent systems significantly improve generalization on challenging long-horizon SWE tasks. Code is available at https://github.com/iamxjy/BOAD-SWE-Agent.
LGFeb 6, 2023
Beyond Statistical Similarity: Rethinking Metrics for Deep Generative Models in Engineering DesignLyle Regenwetter, Akash Srivastava, Dan Gutfreund et al.
Deep generative models such as Variational Autoencoders (VAEs), Generative Adversarial Networks (GANs), Diffusion Models, and Transformers, have shown great promise in a variety of applications, including image and speech synthesis, natural language processing, and drug discovery. However, when applied to engineering design problems, evaluating the performance of these models can be challenging, as traditional statistical metrics based on likelihood may not fully capture the requirements of engineering applications. This paper doubles as a review and practical guide to evaluation metrics for deep generative models (DGMs) in engineering design. We first summarize the well-accepted `classic' evaluation metrics for deep generative models grounded in machine learning theory. Using case studies, we then highlight why these metrics seldom translate well to design problems but see frequent use due to the lack of established alternatives. Next, we curate a set of design-specific metrics which have been proposed across different research communities and can be used for evaluating deep generative models. These metrics focus on unique requirements in design and engineering, such as constraint satisfaction, functional performance, novelty, and conditioning. Throughout our discussion, we apply the metrics to models trained on simple-to-visualize 2-dimensional example problems. Finally, we evaluate four deep generative models on a bicycle frame design problem and structural topology generation problem. In particular, we showcase the use of proposed metrics to quantify performance target achievement, design novelty, and geometric constraints. We publicly release the code for the datasets, models, and metrics used throughout the paper at https://decode.mit.edu/projects/metrics/.
LGAug 30, 2022
LINKS: A dataset of a hundred million planar linkage mechanisms for data-driven kinematic designAmin Heyrani Nobari, Akash Srivastava, Dan Gutfreund et al.
In this paper, we introduce LINKS, a dataset of 100 million one degree of freedom planar linkage mechanisms and 1.1 billion coupler curves, which is more than 1000 times larger than any existing database of planar mechanisms and is not limited to specific kinds of mechanisms such as four-bars, six-bars, \etc which are typically what most databases include. LINKS is made up of various components including 100 million mechanisms, the simulation data for each mechanism, normalized paths generated by each mechanism, a curated set of paths, the code used to generate the data and simulate mechanisms, and a live web demo for interactive design of linkage mechanisms. The curated paths are provided as a measure for removing biases in the paths generated by mechanisms that enable a more even design space representation. In this paper, we discuss the details of how we can generate such a large dataset and how we can overcome major issues with such scales. To be able to generate such a large dataset we introduce a new operator to generate 1-DOF mechanism topologies, furthermore, we take many steps to speed up slow simulations of mechanisms by vectorizing our simulations and parallelizing our simulator on a large number of threads, which leads to a simulation 800 times faster than the simple simulation algorithm. This is necessary given on average, 1 out of 500 candidates that are generated are valid~(and all must be simulated to determine their validity), which means billions of simulations must be performed for the generation of this dataset. Then we demonstrate the depth of our dataset through a bi-directional chamfer distance-based shape retrieval study where we show how our dataset can be used directly to find mechanisms that can trace paths very close to desired target paths.
79.8SEMar 23
LLMON: An LLM-native Markup Language to Leverage Structure and Semantics at the LLM InterfaceMichael Hind, Basel Shbita, Bo Wu et al.
Textual Large Language Models (LLMs) provide a simple and familiar interface: a string of text is used for both input and output. However, the information conveyed to an LLM often has a richer structure and semantics, which is not conveyed in a string. For example, most prompts contain both instructions ("Summarize this paper into a paragraph") and data (the paper to summarize), but these are usually not distinguished when passed to the model. This can lead to model confusion and security risks, such as prompt injection attacks. This work addresses this shortcoming by introducing an LLM-native mark-up language, LLMON (LLM Object Notation, pronounced "Lemon"), that enables the structure and semantic metadata of the text to be communicated in a natural way to an LLM. This information can then be used during model training, model prompting, and inference implementation, leading to improvements in model accuracy, safety, and security. This is analogous to how programming language types can be used for many purposes, such as static checking, code generation, dynamic checking, and IDE highlighting. We discuss the general design requirements of an LLM-native markup language, introduce the LLMON markup language and show how it meets these design requirements, describe how the information contained in a LLMON artifact can benefit model training and inference implementation, and provide some preliminary empirical evidence of its value for both of these use cases. We also discuss broader issues and research opportunities that are enabled with an LLM-native approach.
CLFeb 1, 2025Code
M+: Extending MemoryLLM with Scalable Long-Term MemoryYu Wang, Dmitry Krotov, Yuanzhe Hu et al.
Equipping large language models (LLMs) with latent-space memory has attracted increasing attention as they can extend the context window of existing language models. However, retaining information from the distant past remains a challenge. For example, MemoryLLM (Wang et al., 2024a), as a representative work with latent-space memory, compresses past information into hidden states across all layers, forming a memory pool of 1B parameters. While effective for sequence lengths up to 16k tokens, it struggles to retain knowledge beyond 20k tokens. In this work, we address this limitation by introducing M+, a memory-augmented model based on MemoryLLM that significantly enhances long-term information retention. M+ integrates a long-term memory mechanism with a co-trained retriever, dynamically retrieving relevant information during text generation. We evaluate M+ on diverse benchmarks, including long-context understanding and knowledge retention tasks. Experimental results show that M+ significantly outperforms MemoryLLM and recent strong baselines, extending knowledge retention from under 20k to over 160k tokens with similar GPU memory overhead. We open-source our code at https://github.com/wangyu-ustc/MemoryLLM
CVFeb 14, 2025Code
Granite Vision: a lightweight, open-source multimodal model for enterprise IntelligenceGranite Vision Team, Leonid Karlinsky, Assaf Arbelle et al.
We introduce Granite Vision, a lightweight large language model with vision capabilities, specifically designed to excel in enterprise use cases, particularly in visual document understanding. Our model is trained on a comprehensive instruction-following dataset, including document-related tasks, such as content extraction from tables, charts, diagrams, sketches, and infographics, as well as general image tasks. The architecture of Granite Vision is centered around visual modality alignment with a decoder-only, 2 billion parameter Granite large language model. Additionally, we introduce a dedicated safety classification approach in test-time that leverages a sparse set of attention vectors to identify potential harmful inputs. Despite its lightweight architecture, Granite Vision achieves strong results in standard benchmarks related to visual document understanding, as well as on the LiveXiv benchmark, which is designed to avoid test set contamination by using a constantly updated corpus of recently published Arxiv papers. We are releasing the model under the Apache-2 license, allowing for both research and commercial use, while offering complete visibility into the training data and other relevant details. See https://huggingface.co/ibm-granite/ for model weights.
CLMay 29, 2025Code
Satori-SWE: Evolutionary Test-Time Scaling for Sample-Efficient Software EngineeringGuangtao Zeng, Maohao Shen, Delin Chen et al.
Language models (LMs) perform well on standardized coding benchmarks but struggle with real-world software engineering tasks such as resolving GitHub issues in SWE-Bench, especially when model parameters are less than 100B. While smaller models are preferable in practice due to their lower computational cost, improving their performance remains challenging. Existing approaches primarily rely on supervised fine-tuning (SFT) with high-quality data, which is expensive to curate at scale. An alternative is test-time scaling: generating multiple outputs, scoring them using a verifier, and selecting the best one. Although effective, this strategy often requires excessive sampling and costly scoring, limiting its practical application. We propose Evolutionary Test-Time Scaling (EvoScale), a sample-efficient method that treats generation as an evolutionary process. By iteratively refining outputs via selection and mutation, EvoScale shifts the output distribution toward higher-scoring regions, reducing the number of samples needed to find correct solutions. To reduce the overhead from repeatedly sampling and selection, we train the model to self-evolve using reinforcement learning (RL). Rather than relying on external verifiers at inference time, the model learns to self-improve the scores of its own generations across iterations. Evaluated on SWE-Bench-Verified, EvoScale enables our 32B model, Satori-SWE-32B, to match or exceed the performance of models with over 100B parameters while using a few samples. Code, data, and models will be fully open-sourced.
LGFeb 10Code
How Much Reasoning Do Retrieval-Augmented Models Add beyond LLMs? A Benchmarking Framework for Multi-Hop Inference over Hybrid KnowledgeJunhong Lin, Bing Zhang, Song Wang et al.
Large language models (LLMs) continue to struggle with knowledge-intensive questions that require up-to-date information and multi-hop reasoning. Augmenting LLMs with hybrid external knowledge, such as unstructured text and structured knowledge graphs, offers a promising alternative to costly continual pretraining. As such, reliable evaluation of their retrieval and reasoning capabilities becomes critical. However, many existing benchmarks increasingly overlap with LLM pretraining data, which means answers or supporting knowledge may already be encoded in model parameters, making it difficult to distinguish genuine retrieval and reasoning from parametric recall. We introduce HybridRAG-Bench, a framework for constructing benchmarks to evaluate retrieval-intensive, multi-hop reasoning over hybrid knowledge. HybridRAG-Bench automatically couples unstructured text and structured knowledge graph representations derived from recent scientific literature on arXiv, and generates knowledge-intensive question-answer pairs grounded in explicit reasoning paths. The framework supports flexible domain and time-frame selection, enabling contamination-aware and customizable evaluation as models and knowledge evolve. Experiments across three domains (artificial intelligence, governance and policy, and bioinformatics) demonstrate that HybridRAG-Bench rewards genuine retrieval and reasoning rather than parametric recall, offering a principled testbed for evaluating hybrid knowledge-augmented reasoning systems. We release our code and data at github.com/junhongmit/HybridRAG-Bench.
HCMay 31, 2025Code
ChartGen: Scaling Chart Understanding Via Code-Guided Synthetic Chart GenerationJovana Kondic, Pengyuan Li, Dhiraj Joshi et al.
Chart-to-code reconstruction -- the task of recovering executable plotting scripts from chart images -- provides important insights into a model's ability to ground data visualizations in precise, machine-readable form. Yet many existing multimodal benchmarks largely focus primarily on answering questions about charts or summarizing them. To bridge this gap, we present ChartGen, a fully-automated pipeline for code-guided synthetic chart generation. Starting from seed chart images, ChartGen (i) prompts a vision-language model (VLM) to reconstruct each image into a python script, and (ii) iteratively augments that script with a code-oriented large language model (LLM). Using ChartGen, we create 222.5K unique chart-image code pairs from 13K seed chart images, and present an open-source synthetic chart dataset covering 27 chart types, 11 plotting libraries, and multiple data modalities (image, code, text, CSV, DocTags). From this corpus, we curate a held-out chart-to-code evaluation subset of 4.3K chart image-code pairs, and evaluate six open-weight VLMs (3B - 26B parameters), highlighting substantial room for progress. We release the pipeline, prompts, and the dataset to help accelerate efforts towards robust chart understanding and vision-conditioned code generation: https://github.com/SD122025/ChartGen/
CVOct 30, 2021
3DP3: 3D Scene Perception via Probabilistic ProgrammingNishad Gothoskar, Marco Cusumano-Towner, Ben Zinberg et al.
We present 3DP3, a framework for inverse graphics that uses inference in a structured generative model of objects, scenes, and images. 3DP3 uses (i) voxel models to represent the 3D shape of objects, (ii) hierarchical scene graphs to decompose scenes into objects and the contacts between them, and (iii) depth image likelihoods based on real-time graphics. Given an observed RGB-D image, 3DP3's inference algorithm infers the underlying latent 3D scene, including the object poses and a parsimonious joint parametrization of these poses, using fast bottom-up pose proposals, novel involutive MCMC updates of the scene graph structure, and, optionally, neural object detectors and pose estimators. We show that 3DP3 enables scene understanding that is aware of 3D shape, occlusion, and contact structure. Our results demonstrate that 3DP3 is more accurate at 6DoF object pose estimation from real images than deep learning baselines and shows better generalization to challenging scenes with novel viewpoints, contact, and partial observability.
ROOct 19, 2021
Incorporating Rich Social Interactions Into MDPsRavi Tejwani, Yen-Ling Kuo, Tianmin Shu et al.
Much of what we do as humans is engage socially with other agents, a skill that robots must also eventually possess. We demonstrate that a rich theory of social interactions originating from microsociology and economics can be formalized by extending a nested MDP where agents reason about arbitrary functions of each other's hidden rewards. This extended Social MDP allows us to encode the five basic interactions that underlie microsociology: cooperation, conflict, coercion, competition, and exchange. The result is a robotic agent capable of executing social interactions zero-shot in new environments; like humans it can engage socially in novel ways even without a single example of that social interaction. Moreover, the judgments of these Social MDPs align closely with those of humans when considering which social interaction is taking place in an environment. This method both sheds light on the nature of social interactions, by providing concrete mathematical definitions, and brings rich social interactions into a mathematical framework that has proven to be natural for robotics, MDPs.
CVMar 25, 2021
The ThreeDWorld Transport Challenge: A Visually Guided Task-and-Motion Planning Benchmark for Physically Realistic Embodied AIChuang Gan, Siyuan Zhou, Jeremy Schwartz et al.
We introduce a visually-guided and physics-driven task-and-motion planning benchmark, which we call the ThreeDWorld Transport Challenge. In this challenge, an embodied agent equipped with two 9-DOF articulated arms is spawned randomly in a simulated physical home environment. The agent is required to find a small set of objects scattered around the house, pick them up, and transport them to a desired final location. We also position containers around the house that can be used as tools to assist with transporting objects efficiently. To complete the task, an embodied agent must plan a sequence of actions to change the state of a large number of objects in the face of realistic physical constraints. We build this benchmark challenge using the ThreeDWorld simulation: a virtual 3D environment where all objects respond to physics, and where can be controlled using fully physics-driven navigation and interaction API. We evaluate several existing agents on this benchmark. Experimental results suggest that: 1) a pure RL model struggles on this challenge; 2) hierarchical planning-based agents can transport some objects but still far from solving this task. We anticipate that this benchmark will empower researchers to develop more intelligent physics-driven robots for the physical world.
AIFeb 24, 2021
AGENT: A Benchmark for Core Psychological ReasoningTianmin Shu, Abhishek Bhandwaldar, Chuang Gan et al.
For machine agents to successfully interact with humans in real-world settings, they will need to develop an understanding of human mental life. Intuitive psychology, the ability to reason about hidden mental variables that drive observable actions, comes naturally to people: even pre-verbal infants can tell agents from objects, expecting agents to act efficiently to achieve goals given constraints. Despite recent interest in machine agents that reason about other agents, it is not clear if such agents learn or hold the core psychology principles that drive human reasoning. Inspired by cognitive development studies on intuitive psychology, we present a benchmark consisting of a large dataset of procedurally generated 3D animations, AGENT (Action, Goal, Efficiency, coNstraint, uTility), structured around four scenarios (goal preferences, action efficiency, unobserved constraints, and cost-reward trade-offs) that probe key concepts of core intuitive psychology. We validate AGENT with human-ratings, propose an evaluation protocol emphasizing generalization, and compare two strong baselines built on Bayesian inverse planning and a Theory of Mind neural network. Our results suggest that to pass the designed tests of core intuitive psychology at human levels, a model must acquire or have built-in representations of how agents plan, combining utility computations and core knowledge of objects and physics.
AINov 7, 2020
Template Controllable keywords-to-text GenerationAbhijit Mishra, Md Faisal Mahbub Chowdhury, Sagar Manohar et al.
This paper proposes a novel neural model for the understudied task of generating text from keywords. The model takes as input a set of un-ordered keywords, and part-of-speech (POS) based template instructions. This makes it ideal for surface realization in any NLG setup. The framework is based on the encode-attend-decode paradigm, where keywords and templates are encoded first, and the decoder judiciously attends over the contexts derived from the encoded keywords and templates to generate the sentences. Training exploits weak supervision, as the model trains on a large amount of labeled data with keywords and POS based templates prepared through completely automatic means. Qualitative and quantitative performance analyses on publicly available test-data in various domains reveal our system's superiority over baselines, built using state-of-the-art neural machine translation and controllable transfer techniques. Our approach is indifferent to the order of input keywords.
MLOct 25, 2020
Improving the Reconstruction of Disentangled Representation Learners via Multi-Stage ModelingAkash Srivastava, Yamini Bansal, Yukun Ding et al.
Current autoencoder-based disentangled representation learning methods achieve disentanglement by penalizing the (aggregate) posterior to encourage statistical independence of the latent factors. This approach introduces a trade-off between disentangled representation learning and reconstruction quality since the model does not have enough capacity to learn correlated latent variables that capture detail information present in most image data. To overcome this trade-off, we present a novel multi-stage modeling approach where the disentangled factors are first learned using a penalty-based disentangled representation learning method; then, the low-quality reconstruction is improved with another deep generative model that is trained to model the missing correlated latent variables, adding detail information while maintaining conditioning on the previously learned disentangled factors. Taken together, our multi-stage modelling approach results in a single, coherent probabilistic model that is theoretically justified by the principal of D-separation and can be realized with a variety of model classes including likelihood-based models such as variational autoencoders, implicit models such as generative adversarial networks, and tractable models like normalizing flows or mixtures of Gaussians. We demonstrate that our multi-stage model has higher reconstruction quality than current state-of-the-art methods with equivalent disentanglement performance across multiple standard benchmarks. In addition, we apply the multi-stage model to generate synthetic tabular datasets, showcasing an enhanced performance over benchmark models across a variety of metrics. The interpretability analysis further indicates that the multi-stage model can effectively uncover distinct and meaningful features of variations from which the original distribution can be recovered.
CVJul 9, 2020
ThreeDWorld: A Platform for Interactive Multi-Modal Physical SimulationChuang Gan, Jeremy Schwartz, Seth Alter et al.
We introduce ThreeDWorld (TDW), a platform for interactive multi-modal physical simulation. TDW enables simulation of high-fidelity sensory data and physical interactions between mobile agents and objects in rich 3D environments. Unique properties include: real-time near-photo-realistic image rendering; a library of objects and environments, and routines for their customization; generative procedures for efficiently building classes of new environments; high-fidelity audio rendering; realistic physical interactions for a variety of material types, including cloths, liquid, and deformable objects; customizable agents that embody AI agents; and support for human interactions with VR devices. TDW's API enables multiple agents to interact within a simulation and returns a range of sensor and physics data representing the state of the world. We present initial experiments enabled by TDW in emerging research directions in computer vision, machine learning, and cognitive science, including multi-modal physical scene understanding, physical dynamics predictions, multi-agent interactions, models that learn like a child, and attention studies in humans and neural networks.
MLNov 19, 2019
SimVAE: Simulator-Assisted Training forInterpretable Generative ModelsAkash Srivastava, Jessie Rosenberg, Dan Gutfreund et al.
This paper presents a simulator-assisted training method (SimVAE) for variational autoencoders (VAE) that leads to a disentangled and interpretable latent space. Training SimVAE is a two-step process in which first a deep generator network(decoder) is trained to approximate the simulator. During this step, the simulator acts as the data source or as a teacher network. Then an inference network (encoder)is trained to invert the decoder. As such, upon complete training, the encoder represents an approximately inverted simulator. By decoupling the training of the encoder and decoder we bypass some of the difficulties that arise in training generative models such as VAEs and generative adversarial networks (GANs). We show applications of our approach in a variety of domains such as circuit design, graphics de-rendering and other natural science problems that involve inference via simulation.
CVNov 1, 2019
Multi-Moments in Time: Learning and Interpreting Models for Multi-Action Video UnderstandingMathew Monfort, Bowen Pan, Kandan Ramakrishnan et al.
Videos capture events that typically contain multiple sequential, and simultaneous, actions even in the span of only a few seconds. However, most large-scale datasets built to train models for action recognition in video only provide a single label per video. Consequently, models can be incorrectly penalized for classifying actions that exist in the videos but are not explicitly labeled and do not learn the full spectrum of information present in each video in training. Towards this goal, we present the Multi-Moments in Time dataset (M-MiT) which includes over two million action labels for over one million three second videos. This multi-label dataset introduces novel challenges on how to train and analyze models for multi-action detection. Here, we present baseline results for multi-action recognition using loss functions adapted for long tail multi-label learning, provide improved methods for visualizing and interpreting models trained for multi-label action detection and show the strength of transferring models trained on M-MiT to smaller datasets.
CVSep 10, 2019
Reasoning About Human-Object Interactions Through Dual Attention NetworksTete Xiao, Quanfu Fan, Dan Gutfreund et al.
Objects are entities we act upon, where the functionality of an object is determined by how we interact with it. In this work we propose a Dual Attention Network model which reasons about human-object interactions. The dual-attentional framework weights the important features for objects and actions respectively. As a result, the recognition of objects and actions mutually benefit each other. The proposed model shows competitive classification performance on the human-object interaction dataset Something-Something. Besides, it can perform weak spatiotemporal localization and affordance segmentation, despite being trained only with video-level labels. The model not only finds when an action is happening and which object is being manipulated, but also identifies which part of the object is being interacted with. Project page: \url{https://dual-attention-network.github.io/}.