vla-eval: A Unified Evaluation Harness for Vision-Language-Action ModelsSuhwan Choi, Yunsung Lee, Yubeen Park et al.
Vision Language Action VLA models are typically evaluated using per benchmark scripts maintained independently by each model repository, leading to duplicated code, dependency conflicts, and underspecified protocols. We present vla eval, an open source evaluation harness that decouples model inference from benchmark execution through a WebSocket msgpack protocol with Docker based environment isolation. Models integrate once by implementing a single predict() method; benchmarks integrate once via a four method interface; the full cross evaluation matrix works automatically. A complete evaluation requires only two commands: vla eval serve and vla eval run. The framework supports 13 simulation benchmarks and six model servers. Parallel evaluation via episode sharding and batch inference achieves a 47x throughput improvement, completing 2000 LIBERO episodes in about 18 minutes. Using this infrastructure, we conduct a reproducibility audit of a published VLA model across three benchmarks, finding that all three closely reproduce published values while uncovering undocumented requirements ambiguous termination semantics and hidden normalization statistics that can silently distort results. We additionally release a VLA leaderboard aggregating 657 published results across 17 benchmarks. Framework, evaluation configs, and all reproduction results are publicly available.
16.4CVMar 17
WorldCam: Interactive Autoregressive 3D Gaming Worlds with Camera Pose as a Unifying Geometric RepresentationJisu Nam, Yicong Hong, Chun-Hao Paul Huang et al.
Recent advances in video diffusion transformers have enabled interactive gaming world models that allow users to explore generated environments over extended horizons. However, existing approaches struggle with precise action control and long-horizon 3D consistency. Most prior works treat user actions as abstract conditioning signals, overlooking the fundamental geometric coupling between actions and the 3D world, whereby actions induce relative camera motions that accumulate into a global camera pose within a 3D world. In this paper, we establish camera pose as a unifying geometric representation to jointly ground immediate action control and long-term 3D consistency. First, we define a physics-based continuous action space and represent user inputs in the Lie algebra to derive precise 6-DoF camera poses, which are injected into the generative model via a camera embedder to ensure accurate action alignment. Second, we use global camera poses as spatial indices to retrieve relevant past observations, enabling geometrically consistent revisiting of locations during long-horizon navigation. To support this research, we introduce a large-scale dataset comprising 3,000 minutes of authentic human gameplay annotated with camera trajectories and textual descriptions. Extensive experiments show that our approach substantially outperforms state-of-the-art interactive gaming world models in action controllability, long-horizon visual quality, and 3D spatial consistency.
12.1CVMar 24, 2024
ESREAL: Exploiting Semantic Reconstruction to Mitigate Hallucinations in Vision-Language ModelsMinchan Kim, Minyeong Kim, Junik Bae et al.
Hallucinations in vision-language models pose a significant challenge to their reliability, particularly in the generation of long captions. Current methods fall short of accurately identifying and mitigating these hallucinations. To address this issue, we introduce ESREAL, a novel unsupervised learning framework designed to suppress the generation of hallucinations through accurate localization and penalization of hallucinated tokens. Initially, ESREAL creates a reconstructed image based on the generated caption and aligns its corresponding regions with those of the original image. This semantic reconstruction aids in identifying both the presence and type of token-level hallucinations within the generated caption. Subsequently, ESREAL computes token-level hallucination scores by assessing the semantic similarity of aligned regions based on the type of hallucination. Finally, ESREAL employs a proximal policy optimization algorithm, where it selectively penalizes hallucinated tokens according to their token-level hallucination scores. Our framework notably reduces hallucinations in LLaVA, InstructBLIP, and mPLUG-Owl2 by 32.81%, 27.08%, and 7.46% on the CHAIR metric. This improvement is achieved solely through signals derived from the image itself, without the need for any image-text pairs.
4.0SDJan 2, 2025
MMVA: Multimodal Matching Based on Valence and Arousal across Images, Music, and Musical CaptionsSuhwan Choi, Kyu Won Kim, Myungjoo Kang
We introduce Multimodal Matching based on Valence and Arousal (MMVA), a tri-modal encoder framework designed to capture emotional content across images, music, and musical captions. To support this framework, we expand the Image-Music-Emotion-Matching-Net (IMEMNet) dataset, creating IMEMNet-C which includes 24,756 images and 25,944 music clips with corresponding musical captions. We employ multimodal matching scores based on the continuous valence (emotional positivity) and arousal (emotional intensity) values. This continuous matching score allows for random sampling of image-music pairs during training by computing similarity scores from the valence-arousal values across different modalities. Consequently, the proposed approach achieves state-of-the-art performance in valence-arousal prediction tasks. Furthermore, the framework demonstrates its efficacy in various zeroshot tasks, highlighting the potential of valence and arousal predictions in downstream applications.