ShowUI: One Vision-Language-Action Model for GUI Visual AgentKevin Qinghong Lin, Linjie Li, Difei Gao et al. · microsoft-research
Building Graphical User Interface (GUI) assistants holds significant promise for enhancing human workflow productivity. While most agents are language-based, relying on closed-source API with text-rich meta-information (e.g., HTML or accessibility tree), they show limitations in perceiving UI visuals as humans do, highlighting the need for GUI visual agents. In this work, we develop a vision-language-action model in digital world, namely ShowUI, which features the following innovations: (i) UI-Guided Visual Token Selection to reduce computational costs by formulating screenshots as an UI connected graph, adaptively identifying their redundant relationship and serve as the criteria for token selection during self-attention blocks; (ii) Interleaved Vision-Language-Action Streaming that flexibly unifies diverse needs within GUI tasks, enabling effective management of visual-action history in navigation or pairing multi-turn query-action sequences per screenshot to enhance training efficiency; (iii) Small-scale High-quality GUI Instruction-following Datasets by careful data curation and employing a resampling strategy to address significant data type imbalances. With above components, ShowUI, a lightweight 2B model using 256K data, achieves a strong 75.1% accuracy in zero-shot screenshot grounding. Its UI-guided token selection further reduces 33% of redundant visual tokens during training and speeds up the performance by 1.4x. Navigation experiments across web Mind2Web, mobile AITW, and online MiniWob environments further underscore the effectiveness and potential of our model in advancing GUI visual agents. The models are available at https://github.com/showlab/ShowUI.
V-MAGE: A Game Evaluation Framework for Assessing Vision-Centric Capabilities in Multimodal Large Language ModelsXiangxi Zheng, Linjie Li, Zhengyuan Yang et al. · microsoft-research
Recent advancements in Multimodal Large Language Models (MLLMs) have demonstrated impressive capabilities in visual-text processing. However, existing static image-text benchmarks are insufficient for evaluating their dynamic perception and interactive reasoning abilities. We introduce Vision-centric Multiple Abilities Game Evaluation(V-MAGE), a novel game-based evaluation framework designed to systematically assess MLLMs' visual reasoning in interactive, continuous-space environments. V-MAGE features five distinct video games comprising over 30 carefully constructed evaluation scenarios. These scenarios are set in free-form, visually complex environments that require models to interpret dynamic game states and make decisions based solely on visual input, thereby closely reflecting the conditions encountered by human players. To ensure robust and interpretable comparisons across models, V-MAGE employs a dynamic Elo-based ranking system that accounts for varying difficulty levels and task diversity. Benchmarking state-of-the-art MLLMs against human baselines reveals that while leading models approach human-level performance in simple tasks, their performance drops significantly in complex scenarios requiring advanced reasoning and task orchestration. This persistent performance gap highlights fundamental limitations in current MLLMs' ability to perform real-time, vision-grounded interactions. Through extensive analyses, we demonstrate the utility of V-MAGE in uncovering these limitations and providing actionable insights for improving the visual and reasoning capabilities of MLLMs in dynamic, interactive settings. Code is publicly available at https://github.com/CSU-JPG/V-MAGE.
Cross-Domain Complementary Learning Using Pose for Multi-Person Part SegmentationKevin Lin, Lijuan Wang, Kun Luo et al.
Supervised deep learning with pixel-wise training labels has great successes on multi-person part segmentation. However, data labeling at pixel-level is very expensive. To solve the problem, people have been exploring to use synthetic data to avoid the data labeling. Although it is easy to generate labels for synthetic data, the results are much worse compared to those using real data and manual labeling. The degradation of the performance is mainly due to the domain gap, i.e., the discrepancy of the pixel value statistics between real and synthetic data. In this paper, we observe that real and synthetic humans both have a skeleton (pose) representation. We found that the skeletons can effectively bridge the synthetic and real domains during the training. Our proposed approach takes advantage of the rich and realistic variations of the real data and the easily obtainable labels of the synthetic data to learn multi-person part segmentation on real images without any human-annotated labels. Through experiments, we show that without any human labeling, our method performs comparably to several state-of-the-art approaches which require human labeling on Pascal-Person-Parts and COCO-DensePose datasets. On the other hand, if part labels are also available in the real-images during training, our method outperforms the supervised state-of-the-art methods by a large margin. We further demonstrate the generalizability of our method on predicting novel keypoints in real images where no real data labels are available for the novel keypoints detection. Code and pre-trained models are available at https://github.com/kevinlin311tw/CDCL-human-part-segmentation
3.7CVMar 19, 2024
Entity6K: A Large Open-Domain Evaluation Dataset for Real-World Entity RecognitionJielin Qiu, William Han, Winfred Wang et al.
Open-domain real-world entity recognition is essential yet challenging, involving identifying various entities in diverse environments. The lack of a suitable evaluation dataset has been a major obstacle in this field due to the vast number of entities and the extensive human effort required for data curation. We introduce Entity6K, a comprehensive dataset for real-world entity recognition, featuring 5,700 entities across 26 categories, each supported by 5 human-verified images with annotations. Entity6K offers a diverse range of entity names and categorizations, addressing a gap in existing datasets. We conducted benchmarks with existing models on tasks like image captioning, object detection, zero-shot classification, and dense captioning to demonstrate Entity6K's effectiveness in evaluating models' entity recognition capabilities. We believe Entity6K will be a valuable resource for advancing accurate entity recognition in open-domain settings.
19.2CVNov 19, 2021
UFO: A UniFied TransfOrmer for Vision-Language Representation LearningJianfeng Wang, Xiaowei Hu, Zhe Gan et al.
In this paper, we propose a single UniFied transfOrmer (UFO), which is capable of processing either unimodal inputs (e.g., image or language) or multimodal inputs (e.g., the concatenation of the image and the question), for vision-language (VL) representation learning. Existing approaches typically design an individual network for each modality and/or a specific fusion network for multimodal tasks. To simplify the network architecture, we use a single transformer network and enforce multi-task learning during VL pre-training, which includes the image-text contrastive loss, image-text matching loss, and masked language modeling loss based on the bidirectional and the seq2seq attention mask. The same transformer network is used as the image encoder, the text encoder, or the fusion network in different pre-training tasks. Empirically, we observe less conflict among different tasks and achieve new state of the arts on visual question answering, COCO image captioning (cross-entropy optimization) and nocaps (in SPICE). On other downstream tasks, e.g., image-text retrieval, we also achieve competitive performance.
2.6CVJul 27, 2021
Is Object Detection Necessary for Human-Object Interaction Recognition?Ying Jin, Yinpeng Chen, Lijuan Wang et al.
This paper revisits human-object interaction (HOI) recognition at image level without using supervisions of object location and human pose. We name it detection-free HOI recognition, in contrast to the existing detection-supervised approaches which rely on object and keypoint detections to achieve state of the art. With our method, not only the detection supervision is evitable, but superior performance can be achieved by properly using image-text pre-training (such as CLIP) and the proposed Log-Sum-Exp Sign (LSE-Sign) loss function. Specifically, using text embeddings of class labels to initialize the linear classifier is essential for leveraging the CLIP pre-trained image encoder. In addition, LSE-Sign loss facilitates learning from multiple labels on an imbalanced dataset by normalizing gradients over all classes in a softmax format. Surprisingly, our detection-free solution achieves 60.5 mAP on the HICO dataset, outperforming the detection-supervised state of the art by 13.4 mAP
Rethinking Classification and Localization for Object DetectionYue Wu, Yinpeng Chen, Lu Yuan et al.
Two head structures (i.e. fully connected head and convolution head) have been widely used in R-CNN based detectors for classification and localization tasks. However, there is a lack of understanding of how does these two head structures work for these two tasks. To address this issue, we perform a thorough analysis and find an interesting fact that the two head structures have opposite preferences towards the two tasks. Specifically, the fully connected head (fc-head) is more suitable for the classification task, while the convolution head (conv-head) is more suitable for the localization task. Furthermore, we examine the output feature maps of both heads and find that fc-head has more spatial sensitivity than conv-head. Thus, fc-head has more capability to distinguish a complete object from part of an object, but is not robust to regress the whole object. Based upon these findings, we propose a Double-Head method, which has a fully connected head focusing on classification and a convolution head for bounding box regression. Without bells and whistles, our method gains +3.5 and +2.8 AP on MS COCO dataset from Feature Pyramid Network (FPN) baselines with ResNet-50 and ResNet-101 backbones, respectively.