Yuhao Du

CV
h-index12
5papers
452citations
Novelty51%
AI Score39

5 Papers

29.8CVSep 15, 2022Code
Multi-Modal Masked Autoencoders for Medical Vision-and-Language Pre-Training

Zhihong Chen, Yuhao Du, Jinpeng Hu et al.

Medical vision-and-language pre-training provides a feasible solution to extract effective vision-and-language representations from medical images and texts. However, few studies have been dedicated to this field to facilitate medical vision-and-language understanding. In this paper, we propose a self-supervised learning paradigm with multi-modal masked autoencoders (M$^3$AE), which learn cross-modal domain knowledge by reconstructing missing pixels and tokens from randomly masked images and texts. There are three key designs to make this simple approach work. First, considering the different information densities of vision and language, we adopt different masking ratios for the input image and text, where a considerably larger masking ratio is used for images. Second, we use visual and textual features from different layers to perform the reconstruction to deal with different levels of abstraction in visual and language. Third, we develop different designs for vision and language decoders (i.e., a Transformer for vision and a multi-layer perceptron for language). To perform a comprehensive evaluation and facilitate further research, we construct a medical vision-and-language benchmark including three tasks. Experimental results demonstrate the effectiveness of our approach, where state-of-the-art results are achieved on all downstream tasks. Besides, we conduct further analysis to better verify the effectiveness of different components of our approach and various settings of pre-training. The source code is available at~\url{https://github.com/zhjohnchan/M3AE}.

7.3SOC-PHOct 3, 2022Code
CBLab: Supporting the Training of Large-scale Traffic Control Policies with Scalable Traffic Simulation

Chumeng Liang, Zherui Huang, Yicheng Liu et al.

Traffic simulation provides interactive data for the optimization of traffic control policies. However, existing traffic simulators are limited by their lack of scalability and shortage in input data, which prevents them from generating interactive data from traffic simulation in the scenarios of real large-scale city road networks. In this paper, we present \textbf{C}ity \textbf{B}rain \textbf{Lab}, a toolkit for scalable traffic simulation. CBLab consists of three components: CBEngine, CBData, and CBScenario. CBEngine is a highly efficient simulator supporting large-scale traffic simulation. CBData includes a traffic dataset with road network data of 100 cities all around the world. We also develop a pipeline to conduct a one-click transformation from raw road networks to input data of our traffic simulation. Combining CBEngine and CBData allows researchers to run scalable traffic simulations in the road network of real large-scale cities. Based on that, CBScenario implements an interactive environment and a benchmark for two scenarios of traffic control policies respectively, with which traffic control policies adaptable for large-scale urban traffic can be trained and tuned. To the best of our knowledge, CBLab is the first infrastructure supporting traffic control policy optimization in large-scale urban scenarios. CBLab has supported the City Brain Challenge @ KDD CUP 2021. The project is available on GitHub:~\url{https://github.com/CityBrainLab/CityBrainLab.git}.

11.2CLAug 27, 2024Code
Atoxia: Red-teaming Large Language Models with Target Toxic Answers

Yuhao Du, Zhuo Li, Pengyu Cheng et al.

Despite the substantial advancements in artificial intelligence, large language models (LLMs) remain being challenged by generation safety. With adversarial jailbreaking prompts, one can effortlessly induce LLMs to output harmful content, causing unexpected negative social impacts. This vulnerability highlights the necessity for robust LLM red-teaming strategies to identify and mitigate such risks before large-scale application. To detect specific types of risks, we propose a novel red-teaming method that $\textbf{A}$ttacks LLMs with $\textbf{T}$arget $\textbf{Toxi}$c $\textbf{A}$nswers ($\textbf{Atoxia}$). Given a particular harmful answer, Atoxia generates a corresponding user query and a misleading answer opening to examine the internal defects of a given LLM. The proposed attacker is trained within a reinforcement learning scheme with the LLM outputting probability of the target answer as the reward. We verify the effectiveness of our method on various red-teaming benchmarks, such as AdvBench and HH-Harmless. The empirical results demonstrate that Atoxia can successfully detect safety risks in not only open-source models but also state-of-the-art black-box models such as GPT-4o.

12.6CVDec 22, 2021Code
Comprehensive Visual Question Answering on Point Clouds through Compositional Scene Manipulation

Xu Yan, Zhihao Yuan, Yuhao Du et al.

Visual Question Answering on 3D Point Cloud (VQA-3D) is an emerging yet challenging field that aims at answering various types of textual questions given an entire point cloud scene. To tackle this problem, we propose the CLEVR3D, a large-scale VQA-3D dataset consisting of 171K questions from 8,771 3D scenes. Specifically, we develop a question engine leveraging 3D scene graph structures to generate diverse reasoning questions, covering the questions of objects' attributes (i.e., size, color, and material) and their spatial relationships. Through such a manner, we initially generated 44K questions from 1,333 real-world scenes. Moreover, a more challenging setup is proposed to remove the confounding bias and adjust the context from a common-sense layout. Such a setup requires the network to achieve comprehensive visual understanding when the 3D scene is different from the general co-occurrence context (e.g., chairs always exist with tables). To this end, we further introduce the compositional scene manipulation strategy and generate 127K questions from 7,438 augmented 3D scenes, which can improve VQA-3D models for real-world comprehension. Built upon the proposed dataset, we baseline several VQA-3D models, where experimental results verify that the CLEVR3D can significantly boost other 3D scene understanding tasks. Our code and dataset will be made publicly available at https://github.com/yanx27/CLEVR3D.

24.7CLJun 16
GameCraft-Bench: Can Agents Build Playable Games End-to-End in a Real Game Engine?

Tongxu Luo, Rongsheng Wang, Jiaxi Bi et al.

Game generation is an emerging application of coding agents, requiring models to transform natural-language specifications into playable interactive systems. Unlike traditional coding tasks, game generation takes place within a game engine, where scripts, scenes, assets, rendering, and runtime interactions must jointly produce coherent gameplay. We formalize end-to-end game generation as the problem of producing a complete game artifact that realizes a specification through observable player-game interaction in a target environment. We argue that evaluating this setting requires three desiderata: Engine Grounding, Artifact Completeness, and Interactive Verification. We propose an interaction-grounded evaluation framework that assesses executable gameplay through replayed demonstrations and rubric-guided multimodal judging. We instantiate this framework as GameCraft-Bench, a benchmark comprising 140 Godot tasks across 15 game families. Evaluations of frontier coding agents show that end-to-end game generation remains highly challenging: the strongest agent achieves only 41.46%, and most agents score below 40%. Further analysis reveals that while agents often implement recognizable mechanics, they struggle to deliver complete games with sufficient content, functional visual feedback, and coherent presentation. See https://tongxuluo.github.io/gamecraft-bench-website for demos, code, and data.