There is a Time and Place for Reasoning Beyond the ImageXingyu Fu, Ben Zhou, Ishaan Preetam Chandratreya et al.
Images are often more significant than only the pixels to human eyes, as we can infer, associate, and reason with contextual information from other sources to establish a more complete picture. For example, in Figure 1, we can find a way to identify the news articles related to the picture through segment-wise understandings of the signs, the buildings, the crowds, and more. This reasoning could provide the time and place the image was taken, which will help us in subsequent tasks, such as automatic storyline construction, correction of image source in intended effect photographs, and upper-stream processing such as image clustering for certain location or time. In this work, we formulate this problem and introduce TARA: a dataset with 16k images with their associated news, time, and location, automatically extracted from New York Times, and an additional 61k examples as distant supervision from WIT. On top of the extractions, we present a crowdsourced subset in which we believe it is possible to find the images' spatio-temporal information for evaluation purpose. We show that there exists a $70\%$ gap between a state-of-the-art joint model and human performance, which is slightly filled by our proposed model that uses segment-wise reasoning, motivating higher-level vision-language joint models that can conduct open-ended reasoning with world knowledge. The data and code are publicly available at https://github.com/zeyofu/TARA.
50.2CVApr 18, 2024
BLINK: Multimodal Large Language Models Can See but Not PerceiveXingyu Fu, Yushi Hu, Bangzheng Li et al.
We introduce Blink, a new benchmark for multimodal language models (LLMs) that focuses on core visual perception abilities not found in other evaluations. Most of the Blink tasks can be solved by humans "within a blink" (e.g., relative depth estimation, visual correspondence, forensics detection, and multi-view reasoning). However, we find these perception-demanding tasks cast significant challenges for current multimodal LLMs because they resist mediation through natural language. Blink reformats 14 classic computer vision tasks into 3,807 multiple-choice questions, paired with single or multiple images and visual prompting. While humans get 95.70% accuracy on average, Blink is surprisingly challenging for existing multimodal LLMs: even the best-performing GPT-4V and Gemini achieve accuracies of 51.26% and 45.72%, only 13.17% and 7.63% higher than random guessing, indicating that such perception abilities have not "emerged" yet in recent multimodal LLMs. Our analysis also highlights that specialist CV models could solve these problems much better, suggesting potential pathways for future improvements. We believe Blink will stimulate the community to help multimodal LLMs catch up with human-level visual perception.
MuirBench: A Comprehensive Benchmark for Robust Multi-image UnderstandingFei Wang, Xingyu Fu, James Y. Huang et al.
We introduce MuirBench, a comprehensive benchmark that focuses on robust multi-image understanding capabilities of multimodal LLMs. MuirBench consists of 12 diverse multi-image tasks (e.g., scene understanding, ordering) that involve 10 categories of multi-image relations (e.g., multiview, temporal relations). Comprising 11,264 images and 2,600 multiple-choice questions, MuirBench is created in a pairwise manner, where each standard instance is paired with an unanswerable variant that has minimal semantic differences, in order for a reliable assessment. Evaluated upon 20 recent multi-modal LLMs, our results reveal that even the best-performing models like GPT-4o and Gemini Pro find it challenging to solve MuirBench, achieving 68.0% and 49.3% in accuracy. Open-source multimodal LLMs trained on single images can hardly generalize to multi-image questions, hovering below 33.3% in accuracy. These results highlight the importance of MuirBench in encouraging the community to develop multimodal LLMs that can look beyond a single image, suggesting potential pathways for future improvements.
36.8CVJan 9, 2025
ReFocus: Visual Editing as a Chain of Thought for Structured Image UnderstandingXingyu Fu, Minqian Liu, Zhengyuan Yang et al.
Structured image understanding, such as interpreting tables and charts, requires strategically refocusing across various structures and texts within an image, forming a reasoning sequence to arrive at the final answer. However, current multimodal large language models (LLMs) lack this multihop selective attention capability. In this work, we introduce ReFocus, a simple yet effective framework that equips multimodal LLMs with the ability to generate "visual thoughts" by performing visual editing on the input image through code, shifting and refining their visual focuses. Specifically, ReFocus enables multimodal LLMs to generate Python codes to call tools and modify the input image, sequentially drawing boxes, highlighting sections, and masking out areas, thereby enhancing the visual reasoning process. We experiment upon a wide range of structured image understanding tasks involving tables and charts. ReFocus largely improves performance on all tasks over GPT-4o without visual editing, yielding an average gain of 11.0% on table tasks and 6.8% on chart tasks. We present an in-depth analysis of the effects of different visual edits, and reasons why ReFocus can improve the performance without introducing additional information. Further, we collect a 14k training set using ReFocus, and prove that such visual chain-of-thought with intermediate information offers a better supervision than standard VQA data, reaching a 8.0% average gain over the same model trained with QA pairs and 2.6% over CoT.
1.5CVAug 31, 2023
Typing on Any Surface: A Deep Learning-based Method for Real-Time Keystroke Detection in Augmented RealityXingyu Fu, Mingze Xi
Frustrating text entry interface has been a major obstacle in participating in social activities in augmented reality (AR). Popular options, such as mid-air keyboard interface, wireless keyboards or voice input, either suffer from poor ergonomic design, limited accuracy, or are simply embarrassing to use in public. This paper proposes and validates a deep-learning based approach, that enables AR applications to accurately predict keystrokes from the user perspective RGB video stream that can be captured by any AR headset. This enables a user to perform typing activities on any flat surface and eliminates the need of a physical or virtual keyboard. A two-stage model, combing an off-the-shelf hand landmark extractor and a novel adaptive Convolutional Recurrent Neural Network (C-RNN), was trained using our newly built dataset. The final model was capable of adaptive processing user-perspective video streams at ~32 FPS. This base model achieved an overall accuracy of $91.05\%$ when typing 40 Words per Minute (wpm), which is how fast an average person types with two hands on a physical keyboard. The Normalised Levenshtein Distance also further confirmed the real-world applicability of that our approach. The promising results highlight the viability of our approach and the potential for our method to be integrated into various applications. We also discussed the limitations and future research required to bring such technique into a production system.
6.6CLJun 17, 2024
FamiCom: Further Demystifying Prompts for Language Models with Task-Agnostic Performance EstimationBangzheng Li, Ben Zhou, Xingyu Fu et al.
Language models have shown impressive in-context-learning capabilities, which allow them to benefit from input prompts and perform better on downstream end tasks. Existing works investigate the mechanisms behind this observation, and propose label-agnostic prompt metrics that can better estimate end-task performances. One popular approach is using perplexity as a way to measure models' familiarity with the prompt. While showing consistent improvements on in-domain tasks, we found that familiarity metrics such as perplexity cannot accurately estimate performance in complicated situations such as task or domain transferring scenarios. In this work, we propose a revised measure called FamiCom, providing a more comprehensive measure for task-agnostic performance estimation. Specifically, FamiCom combines familiarity with \textit{complexity} -- the inherent difficulty of end tasks, which is an important factor missing from current metrics. Experiments show that FamiCom strongly correlates with end-task performances, producing a 0.85 Spearman's correlation, versus 0.43 of familiarity-only ones'. We further apply FamiCom to automatic prompt and demonstration selection, and outperform existing methods and baselines by more than 7.0% in accuracy.
43.8CVJun 13, 2024
Visual Sketchpad: Sketching as a Visual Chain of Thought for Multimodal Language ModelsYushi Hu, Weijia Shi, Xingyu Fu et al.
Humans draw to facilitate reasoning: we draw auxiliary lines when solving geometry problems; we mark and circle when reasoning on maps; we use sketches to amplify our ideas and relieve our limited-capacity working memory. However, such actions are missing in current multimodal language models (LMs). Current chain-of-thought and tool-use paradigms only use text as intermediate reasoning steps. In this work, we introduce Sketchpad, a framework that gives multimodal LMs a visual sketchpad and tools to draw on the sketchpad. The LM conducts planning and reasoning according to the visual artifacts it has drawn. Different from prior work, which uses text-to-image models to enable LMs to draw, Sketchpad enables LMs to draw with lines, boxes, marks, etc., which is closer to human sketching and better facilitates reasoning. Sketchpad can also use specialist vision models during the sketching process (e.g., draw bounding boxes with object detection models, draw masks with segmentation models), to further enhance visual perception and reasoning. We experiment with a wide range of math tasks (including geometry, functions, graphs, and chess) and complex visual reasoning tasks. Sketchpad substantially improves performance on all tasks over strong base models with no sketching, yielding an average gain of 12.7% on math tasks, and 8.6% on vision tasks. GPT-4o with Sketchpad sets a new state of the art on all tasks, including V*Bench (80.3%), BLINK spatial reasoning (83.9%), and visual correspondence (80.8%). All codes and data are in https://visualsketchpad.github.io/.
25.0CVJun 11, 2024
Commonsense-T2I Challenge: Can Text-to-Image Generation Models Understand Commonsense?Xingyu Fu, Muyu He, Yujie Lu et al.
We present a novel task and benchmark for evaluating the ability of text-to-image(T2I) generation models to produce images that align with commonsense in real life, which we call Commonsense-T2I. Given two adversarial text prompts containing an identical set of action words with minor differences, such as "a lightbulb without electricity" v.s. "a lightbulb with electricity", we evaluate whether T2I models can conduct visual-commonsense reasoning, e.g. produce images that fit "the lightbulb is unlit" vs. "the lightbulb is lit" correspondingly. Commonsense-T2I presents an adversarial challenge, providing pairwise text prompts along with expected outputs. The dataset is carefully hand-curated by experts and annotated with fine-grained labels, such as commonsense type and likelihood of the expected outputs, to assist analyzing model behavior. We benchmark a variety of state-of-the-art (sota) T2I models and surprisingly find that, there is still a large gap between image synthesis and real life photos--even the DALL-E 3 model could only achieve 48.92% on Commonsense-T2I, and the stable diffusion XL model only achieves 24.92% accuracy. Our experiments show that GPT-enriched prompts cannot solve this challenge, and we include a detailed analysis about possible reasons for such deficiency. We aim for Commonsense-T2I to serve as a high-quality evaluation benchmark for T2I commonsense checking, fostering advancements in real life image generation.
27.2CLMay 30, 2023
Generate then Select: Open-ended Visual Question Answering Guided by World KnowledgeXingyu Fu, Sheng Zhang, Gukyeong Kwon et al.
The open-ended Visual Question Answering (VQA) task requires AI models to jointly reason over visual and natural language inputs using world knowledge. Recently, pre-trained Language Models (PLM) such as GPT-3 have been applied to the task and shown to be powerful world knowledge sources. However, these methods suffer from low knowledge coverage caused by PLM bias -- the tendency to generate certain tokens over other tokens regardless of prompt changes, and high dependency on the PLM quality -- only models using GPT-3 can achieve the best result. To address the aforementioned challenges, we propose RASO: a new VQA pipeline that deploys a generate-then-select strategy guided by world knowledge for the first time. Rather than following the de facto standard to train a multi-modal model that directly generates the VQA answer, RASO first adopts PLM to generate all the possible answers, and then trains a lightweight answer selection model for the correct answer. As proved in our analysis, RASO expands the knowledge coverage from in-domain training data by a large margin. We provide extensive experimentation and show the effectiveness of our pipeline by advancing the state-of-the-art by 4.1% on OK-VQA, without additional computation cost. Code and models are released at http://cogcomp.org/page/publication_view/1010
2.5CLMay 24, 2023
Dynamic Clue Bottlenecks: Towards Interpretable-by-Design Visual Question AnsweringXingyu Fu, Ben Zhou, Sihao Chen et al.
Recent advances in multimodal large language models (LLMs) have shown extreme effectiveness in visual question answering (VQA). However, the design nature of these end-to-end models prevents them from being interpretable to humans, undermining trust and applicability in critical domains. While post-hoc rationales offer certain insight into understanding model behavior, these explanations are not guaranteed to be faithful to the model. In this paper, we address these shortcomings by introducing an interpretable by design model that factors model decisions into intermediate human-legible explanations, and allows people to easily understand why a model fails or succeeds. We propose the Dynamic Clue Bottleneck Model ( (DCLUB), a method that is designed towards an inherently interpretable VQA system. DCLUB provides an explainable intermediate space before the VQA decision and is faithful from the beginning, while maintaining comparable performance to black-box systems. Given a question, DCLUB first returns a set of visual clues: natural language statements of visually salient evidence from the image, and then generates the output based solely on the visual clues. To supervise and evaluate the generation of VQA explanations within DCLUB, we collect a dataset of 1.7k reasoning-focused questions with visual clues. Evaluations show that our inherently interpretable system can improve 4.64% over a comparable black-box system in reasoning-focused questions while preserving 99.43% of performance on VQA-v2.
ASTRAL: Adversarial Trained LSTM-CNN for Named Entity RecognitionJiuniu Wang, Wenjia Xu, Xingyu Fu et al.
Named Entity Recognition (NER) is a challenging task that extracts named entities from unstructured text data, including news, articles, social comments, etc. The NER system has been studied for decades. Recently, the development of Deep Neural Networks and the progress of pre-trained word embedding have become a driving force for NER. Under such circumstances, how to make full use of the information extracted by word embedding requires more in-depth research. In this paper, we propose an Adversarial Trained LSTM-CNN (ASTRAL) system to improve the current NER method from both the model structure and the training process. In order to make use of the spatial information between adjacent words, Gated-CNN is introduced to fuse the information of adjacent words. Besides, a specific Adversarial training method is proposed to deal with the overfitting problem in NER. We add perturbation to variables in the network during the training process, making the variables more diverse, improving the generalization and robustness of the model. Our model is evaluated on three benchmarks, CoNLL-03, OntoNotes 5.0, and WNUT-17, achieving state-of-the-art results. Ablation study and case study also show that our system can converge faster and is less prone to overfitting.
Design Challenges in Low-resource Cross-lingual Entity LinkingXingyu Fu, Weijia Shi, Xiaodong Yu et al.
Cross-lingual Entity Linking (XEL), the problem of grounding mentions of entities in a foreign language text into an English knowledge base such as Wikipedia, has seen a lot of research in recent years, with a range of promising techniques. However, current techniques do not rise to the challenges introduced by text in low-resource languages (LRL) and, surprisingly, fail to generalize to text not taken from Wikipedia, on which they are usually trained. This paper provides a thorough analysis of low-resource XEL techniques, focusing on the key step of identifying candidate English Wikipedia titles that correspond to a given foreign language mention. Our analysis indicates that current methods are limited by their reliance on Wikipedia's interlanguage links and thus suffer when the foreign language's Wikipedia is small. We conclude that the LRL setting requires the use of outside-Wikipedia cross-lingual resources and present a simple yet effective zero-shot XEL system, QuEL, that utilizes search engines query logs. With experiments on 25 languages, QuEL~shows an average increase of 25\% in gold candidate recall and of 13\% in end-to-end linking accuracy over state-of-the-art baselines.
AlphaGomoku: An AlphaGo-based Gomoku Artificial Intelligence using Curriculum LearningZheng Xie, XingYu Fu, JinYuan Yu
In this project, we combine AlphaGo algorithm with Curriculum Learning to crack the game of Gomoku. Modifications like Double Networks Mechanism and Winning Value Decay are implemented to solve the intrinsic asymmetry and short-sight of Gomoku. Our final AI AlphaGomoku, through two days' training on a single GPU, has reached humans' playing level.