Xiaojian Ma

CV
h-index25
56papers
4,413citations
Novelty53%
AI Score60

56 Papers

CLSep 14, 2023Code
MMICL: Empowering Vision-language Model with Multi-Modal In-Context Learning

Haozhe Zhao, Zefan Cai, Shuzheng Si et al. · pku, stanford

Since the resurgence of deep learning, vision-language models (VLMs) enhanced by large language models (LLMs) have grown exponentially in popularity. However, while LLMs can utilize extensive background knowledge and task information with in-context learning, most VLMs still struggle with understanding complex multi-modal prompts with multiple images, making VLMs less effective in downstream vision-language tasks. In this paper, we address the limitation above by 1) introducing vision-language Model with Multi-Modal In-Context Learning(MMICL), a new approach to allow the VLM to deal with multi-modal inputs efficiently; 2) proposing a novel context scheme to augment the in-context learning ability of the VLM; 3) constructing the Multi-modal In-Context Learning (MIC) dataset, designed to enhance the VLM's ability to understand complex multi-modal prompts. Our experiments confirm that MMICL achieves new state-of-the-art zero-shot performance on a wide range of general vision-language tasks, especially for complex benchmarks, including MME and MMBench. Our analysis demonstrates that MMICL effectively tackles the challenge of complex multi-modal prompt understanding and emerges the impressive ICL ability. Furthermore, we observe that MMICL successfully alleviates language bias in VLMs, a common issue for VLMs that often leads to hallucination when faced with extensive textual context. Our code, dataset, dataset tool, and model are available at https://github.com/PKUnlp-icler/MIC

AIFeb 3, 2023Code
Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents

Zihao Wang, Shaofei Cai, Guanzhou Chen et al. · pku

We investigate the challenge of task planning for multi-task embodied agents in open-world environments. Two main difficulties are identified: 1) executing plans in an open-world environment (e.g., Minecraft) necessitates accurate and multi-step reasoning due to the long-term nature of tasks, and 2) as vanilla planners do not consider how easy the current agent can achieve a given sub-task when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient or even infeasible. To this end, we propose "$\underline{D}$escribe, $\underline{E}$xplain, $\underline{P}$lan and $\underline{S}$elect" ($\textbf{DEPS}$), an interactive planning approach based on Large Language Models (LLMs). DEPS facilitates better error correction on initial LLM-generated $\textit{plan}$ by integrating $\textit{description}$ of the plan execution process and providing self-$\textit{explanation}$ of feedback when encountering failures during the extended planning phases. Furthermore, it includes a goal $\textit{selector}$, which is a trainable module that ranks parallel candidate sub-goals based on the estimated steps of completion, consequently refining the initial plan. Our experiments mark the milestone of the first zero-shot multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly double the overall performances. Further testing reveals our method's general effectiveness in popularly adopted non-open-ended domains as well (i.e., ALFWorld and tabletop manipulation). The ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the $\texttt{ObtainDiamond}$ grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner.

CVOct 14, 2022
SQA3D: Situated Question Answering in 3D Scenes

Xiaojian Ma, Silong Yong, Zilong Zheng et al.

We propose a new task to benchmark scene understanding of embodied agents: Situated Question Answering in 3D Scenes (SQA3D). Given a scene context (e.g., 3D scan), SQA3D requires the tested agent to first understand its situation (position, orientation, etc.) in the 3D scene as described by text, then reason about its surrounding environment and answer a question under that situation. Based upon 650 scenes from ScanNet, we provide a dataset centered around 6.8k unique situations, along with 20.4k descriptions and 33.4k diverse reasoning questions for these situations. These questions examine a wide spectrum of reasoning capabilities for an intelligent agent, ranging from spatial relation comprehension to commonsense understanding, navigation, and multi-hop reasoning. SQA3D imposes a significant challenge to current multi-modal especially 3D reasoning models. We evaluate various state-of-the-art approaches and find that the best one only achieves an overall score of 47.20%, while amateur human participants can reach 90.06%. We believe SQA3D could facilitate future embodied AI research with stronger situation understanding and reasoning capability.

LGJun 13, 2022
Latent Diffusion Energy-Based Model for Interpretable Text Modeling

Peiyu Yu, Sirui Xie, Xiaojian Ma et al.

Latent space Energy-Based Models (EBMs), also known as energy-based priors, have drawn growing interests in generative modeling. Fueled by its flexibility in the formulation and strong modeling power of the latent space, recent works built upon it have made interesting attempts aiming at the interpretability of text modeling. However, latent space EBMs also inherit some flaws from EBMs in data space; the degenerate MCMC sampling quality in practice can lead to poor generation quality and instability in training, especially on data with complex latent structures. Inspired by the recent efforts that leverage diffusion recovery likelihood learning as a cure for the sampling issue, we introduce a novel symbiosis between the diffusion models and latent space EBMs in a variational learning framework, coined as the latent diffusion energy-based model. We develop a geometric clustering-based regularization jointly with the information bottleneck to further improve the quality of the learned latent space. Experiments on several challenging tasks demonstrate the superior performance of our model on interpretable text modeling over strong counterparts.

AISep 18, 2023
MindAgent: Emergent Gaming Interaction

Ran Gong, Qiuyuan Huang, Xiaojian Ma et al.

Large Language Models (LLMs) have the capacity of performing complex scheduling in a multi-agent system and can coordinate these agents into completing sophisticated tasks that require extensive collaboration. However, despite the introduction of numerous gaming frameworks, the community has insufficient benchmarks towards building general multi-agents collaboration infrastructure that encompass both LLM and human-NPCs collaborations. In this work, we propose a novel infrastructure - MindAgent - to evaluate planning and coordination emergent capabilities for gaming interaction. In particular, our infrastructure leverages existing gaming framework, to i) require understanding of the coordinator for a multi-agent system, ii) collaborate with human players via un-finetuned proper instructions, and iii) establish an in-context learning on few-shot prompt with feedback. Furthermore, we introduce CUISINEWORLD, a new gaming scenario and related benchmark that dispatch a multi-agent collaboration efficiency and supervise multiple agents playing the game simultaneously. We conduct comprehensive evaluations with new auto-metric CoS for calculating the collaboration efficiency. Finally, our infrastructure can be deployed into real-world gaming scenarios in a customized VR version of CUISINEWORLD and adapted in existing broader Minecraft gaming domain. We hope our findings on LLMs and the new infrastructure for general-purpose scheduling and coordination can help shed light on how such skills can be obtained by learning from large language corpora.

AINov 10, 2023
JARVIS-1: Open-World Multi-task Agents with Memory-Augmented Multimodal Language Models

Zihao Wang, Shaofei Cai, Anji Liu et al. · pku

Achieving human-like planning and control with multimodal observations in an open world is a key milestone for more functional generalist agents. Existing approaches can handle certain long-horizon tasks in an open world. However, they still struggle when the number of open-world tasks could potentially be infinite and lack the capability to progressively enhance task completion as game time progresses. We introduce JARVIS-1, an open-world agent that can perceive multimodal input (visual observations and human instructions), generate sophisticated plans, and perform embodied control, all within the popular yet challenging open-world Minecraft universe. Specifically, we develop JARVIS-1 on top of pre-trained multimodal language models, which map visual observations and textual instructions to plans. The plans will be ultimately dispatched to the goal-conditioned controllers. We outfit JARVIS-1 with a multimodal memory, which facilitates planning using both pre-trained knowledge and its actual game survival experiences. JARVIS-1 is the existing most general agent in Minecraft, capable of completing over 200 different tasks using control and observation space similar to humans. These tasks range from short-horizon tasks, e.g., "chopping trees" to long-horizon tasks, e.g., "obtaining a diamond pickaxe". JARVIS-1 performs exceptionally well in short-horizon tasks, achieving nearly perfect performance. In the classic long-term task of $\texttt{ObtainDiamondPickaxe}$, JARVIS-1 surpasses the reliability of current state-of-the-art agents by 5 times and can successfully complete longer-horizon and more challenging tasks. The project page is available at https://craftjarvis.org/JARVIS-1

CVJul 7, 2024
UltraEdit: Instruction-based Fine-Grained Image Editing at Scale

Haozhe Zhao, Xiaojian Ma, Liang Chen et al. · pku

This paper presents UltraEdit, a large-scale (approximately 4 million editing samples), automatically generated dataset for instruction-based image editing. Our key idea is to address the drawbacks in existing image editing datasets like InstructPix2Pix and MagicBrush, and provide a systematic approach to producing massive and high-quality image editing samples. UltraEdit offers several distinct advantages: 1) It features a broader range of editing instructions by leveraging the creativity of large language models (LLMs) alongside in-context editing examples from human raters; 2) Its data sources are based on real images, including photographs and artworks, which provide greater diversity and reduced bias compared to datasets solely generated by text-to-image models; 3) It also supports region-based editing, enhanced by high-quality, automatically produced region annotations. Our experiments show that canonical diffusion-based editing baselines trained on UltraEdit set new records on MagicBrush and Emu-Edit benchmarks. Our analysis further confirms the crucial role of real image anchors and region-based editing data. The dataset, code, and models can be found in https://ultra-editing.github.io.

CVApr 24, 2022
RelViT: Concept-guided Vision Transformer for Visual Relational Reasoning

Xiaojian Ma, Weili Nie, Zhiding Yu et al.

Reasoning about visual relationships is central to how humans interpret the visual world. This task remains challenging for current deep learning algorithms since it requires addressing three key technical problems jointly: 1) identifying object entities and their properties, 2) inferring semantic relations between pairs of entities, and 3) generalizing to novel object-relation combinations, i.e., systematic generalization. In this work, we use vision transformers (ViTs) as our base model for visual reasoning and make better use of concepts defined as object entities and their relations to improve the reasoning ability of ViTs. Specifically, we introduce a novel concept-feature dictionary to allow flexible image feature retrieval at training time with concept keys. This dictionary enables two new concept-guided auxiliary tasks: 1) a global task for promoting relational reasoning, and 2) a local task for facilitating semantic object-centric correspondence learning. To examine the systematic generalization of visual reasoning models, we introduce systematic splits for the standard HICO and GQA benchmarks. We show the resulting model, Concept-guided Vision Transformer (or RelViT for short) significantly outperforms prior approaches on HICO and GQA by 16% and 13% in the original split, and by 43% and 18% in the systematic split. Our ablation analyses also reveal our model's compatibility with multiple ViT variants and robustness to hyper-parameters.

CVAug 8, 2023
3D-VisTA: Pre-trained Transformer for 3D Vision and Text Alignment

Ziyu Zhu, Xiaojian Ma, Yixin Chen et al.

3D vision-language grounding (3D-VL) is an emerging field that aims to connect the 3D physical world with natural language, which is crucial for achieving embodied intelligence. Current 3D-VL models rely heavily on sophisticated modules, auxiliary losses, and optimization tricks, which calls for a simple and unified model. In this paper, we propose 3D-VisTA, a pre-trained Transformer for 3D Vision and Text Alignment that can be easily adapted to various downstream tasks. 3D-VisTA simply utilizes self-attention layers for both single-modal modeling and multi-modal fusion without any sophisticated task-specific design. To further enhance its performance on 3D-VL tasks, we construct ScanScribe, the first large-scale 3D scene-text pairs dataset for 3D-VL pre-training. ScanScribe contains 2,995 RGB-D scans for 1,185 unique indoor scenes originating from ScanNet and 3R-Scan datasets, along with paired 278K scene descriptions generated from existing 3D-VL tasks, templates, and GPT-3. 3D-VisTA is pre-trained on ScanScribe via masked language/object modeling and scene-text matching. It achieves state-of-the-art results on various 3D-VL tasks, ranging from visual grounding and dense captioning to question answering and situated reasoning. Moreover, 3D-VisTA demonstrates superior data efficiency, obtaining strong performance even with limited annotations during downstream task fine-tuning.

CVMay 27, 2022
Bongard-HOI: Benchmarking Few-Shot Visual Reasoning for Human-Object Interactions

Huaizu Jiang, Xiaojian Ma, Weili Nie et al.

A significant gap remains between today's visual pattern recognition models and human-level visual cognition especially when it comes to few-shot learning and compositional reasoning of novel concepts. We introduce Bongard-HOI, a new visual reasoning benchmark that focuses on compositional learning of human-object interactions (HOIs) from natural images. It is inspired by two desirable characteristics from the classical Bongard problems (BPs): 1) few-shot concept learning, and 2) context-dependent reasoning. We carefully curate the few-shot instances with hard negatives, where positive and negative images only disagree on action labels, making mere recognition of object categories insufficient to complete our benchmarks. We also design multiple test sets to systematically study the generalization of visual learning models, where we vary the overlap of the HOI concepts between the training and test sets of few-shot instances, from partial to no overlaps. Bongard-HOI presents a substantial challenge to today's visual recognition models. The state-of-the-art HOI detection model achieves only 62% accuracy on few-shot binary prediction while even amateur human testers on MTurk have 91% accuracy. With the Bongard-HOI benchmark, we hope to further advance research efforts in visual reasoning, especially in holistic perception-reasoning systems and better representation learning.

AIJan 21, 2023
Open-World Multi-Task Control Through Goal-Aware Representation Learning and Adaptive Horizon Prediction

Shaofei Cai, Zihao Wang, Xiaojian Ma et al. · pku

We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning such policies: 1) the indistinguishability of tasks from the state distribution, due to the vast scene diversity, and 2) the non-stationary nature of environment dynamics caused by partial observability. To tackle the first challenge, we propose Goal-Sensitive Backbone (GSB) for the policy to encourage the emergence of goal-relevant visual state representations. To tackle the second challenge, the policy is further fueled by an adaptive horizon prediction module that helps alleviate the learning uncertainty brought by the non-stationary dynamics. Experiments on 20 Minecraft tasks show that our method significantly outperforms the best baseline so far; in many of them, we double the performance. Our ablation and exploratory studies then explain how our approach beat the counterparts and also unveil the surprising bonus of zero-shot generalization to new scenes (biomes). We hope our agent could help shed some light on learning goal-conditioned, multi-task agents in challenging, open-ended environments like Minecraft.

CVNov 18, 2023
An Embodied Generalist Agent in 3D World

Jiangyong Huang, Silong Yong, Xiaojian Ma et al.

Leveraging massive knowledge from large language models (LLMs), recent machine learning models show notable successes in general-purpose task solving in diverse domains such as computer vision and robotics. However, several significant challenges remain: (i) most of these models rely on 2D images yet exhibit a limited capacity for 3D input; (ii) these models rarely explore the tasks inherently defined in 3D world, e.g., 3D grounding, embodied reasoning and acting. We argue these limitations significantly hinder current models from performing real-world tasks and approaching general intelligence. To this end, we introduce LEO, an embodied multi-modal generalist agent that excels in perceiving, grounding, reasoning, planning, and acting in the 3D world. LEO is trained with a unified task interface, model architecture, and objective in two stages: (i) 3D vision-language (VL) alignment and (ii) 3D vision-language-action (VLA) instruction tuning. We collect large-scale datasets comprising diverse object-level and scene-level tasks, which require considerable understanding of and interaction with the 3D world. Moreover, we meticulously design an LLM-assisted pipeline to produce high-quality 3D VL data. Through extensive experiments, we demonstrate LEO's remarkable proficiency across a wide spectrum of tasks, including 3D captioning, question answering, embodied reasoning, navigation and manipulation. Our ablative studies and scaling analyses further provide valuable insights for developing future embodied generalist agents. Code and data are available on project page.

AIOct 12, 2023
GROOT: Learning to Follow Instructions by Watching Gameplay Videos

Shaofei Cai, Bowei Zhang, Zihao Wang et al. · pku

We study the problem of building a controller that can follow open-ended instructions in open-world environments. We propose to follow reference videos as instructions, which offer expressive goal specifications while eliminating the need for expensive text-gameplay annotations. A new learning framework is derived to allow learning such instruction-following controllers from gameplay videos while producing a video instruction encoder that induces a structured goal space. We implement our agent GROOT in a simple yet effective encoder-decoder architecture based on causal transformers. We evaluate GROOT against open-world counterparts and human players on a proposed Minecraft SkillForge benchmark. The Elo ratings clearly show that GROOT is closing the human-machine gap as well as exhibiting a 70% winning rate over the best generalist agent baseline. Qualitative analysis of the induced goal space further demonstrates some interesting emergent properties, including the goal composition and complex gameplay behavior synthesis. The project page is available at https://craftjarvis-groot.github.io.

LGJun 30, 2022
Continuous-Time and Multi-Level Graph Representation Learning for Origin-Destination Demand Prediction

Liangzhe Han, Xiaojian Ma, Leilei Sun et al.

Traffic demand forecasting by deep neural networks has attracted widespread interest in both academia and industry society. Among them, the pairwise Origin-Destination (OD) demand prediction is a valuable but challenging problem due to several factors: (i) the large number of possible OD pairs, (ii) implicitness of spatial dependence, and (iii) complexity of traffic states. To address the above issues, this paper proposes a Continuous-time and Multi-level dynamic graph representation learning method for Origin-Destination demand prediction (CMOD). Firstly, a continuous-time dynamic graph representation learning framework is constructed, which maintains a dynamic state vector for each traffic node (metro stations or taxi zones). The state vectors keep historical transaction information and are continuously updated according to the most recently happened transactions. Secondly, a multi-level structure learning module is proposed to model the spatial dependency of station-level nodes. It can not only exploit relations between nodes adaptively from data, but also share messages and representations via cluster-level and area-level virtual nodes. Lastly, a cross-level fusion module is designed to integrate multi-level memories and generate comprehensive node representations for the final prediction. Extensive experiments are conducted on two real-world datasets from Beijing Subway and New York Taxi, and the results demonstrate the superiority of our model against the state-of-the-art approaches.

CVSep 4, 2024
Multi-modal Situated Reasoning in 3D Scenes

Xiongkun Linghu, Jiangyong Huang, Xuesong Niu et al.

Situation awareness is essential for understanding and reasoning about 3D scenes in embodied AI agents. However, existing datasets and benchmarks for situated understanding are limited in data modality, diversity, scale, and task scope. To address these limitations, we propose Multi-modal Situated Question Answering (MSQA), a large-scale multi-modal situated reasoning dataset, scalably collected leveraging 3D scene graphs and vision-language models (VLMs) across a diverse range of real-world 3D scenes. MSQA includes 251K situated question-answering pairs across 9 distinct question categories, covering complex scenarios within 3D scenes. We introduce a novel interleaved multi-modal input setting in our benchmark to provide text, image, and point cloud for situation and question description, resolving ambiguity in previous single-modality convention (e.g., text). Additionally, we devise the Multi-modal Situated Next-step Navigation (MSNN) benchmark to evaluate models' situated reasoning for navigation. Comprehensive evaluations on MSQA and MSNN highlight the limitations of existing vision-language models and underscore the importance of handling multi-modal interleaved inputs and situation modeling. Experiments on data scaling and cross-domain transfer further demonstrate the efficacy of leveraging MSQA as a pre-training dataset for developing more powerful situated reasoning models.

82.6LGApr 25
"Noisier" Noise Contrastive Eestimation is (Almost) Maximum Likelihood

Peiyu Yu, Dinghuai Zhang, Hengzhi He et al.

Noise Contrastive Estimation (NCE) has fueled major breakthroughs in representation learning and generative modeling. Yet a long-standing challenge remains: accurately estimating ratios between distributions that differ substantially, which significantly limits the applicability of NCE on modern high-dimensional and multimodal datasets. We revisit this problem from a less explored perspective: the magnitude of the noise distribution. Specifically, we show that with a virtually scaled (\ie, artificially increased) noise magnitude, the gradient of the NCE objective can closely align with that of Maximum Likelihood, enabling a trajectory-wise approximation from NCE to MLE, and faster convergence both theoretically and empirically. Building on this insight, we introduce ``Noisier'' NCE, a simple drop-in modification to vanilla NCE that incurs little to no extra computational cost, while effectively handling density-ratio estimation in challenging regimes where traditional MLE and NCE struggle. Beyond improving classical density-ratio learning, ``Noisier'' NCE proves broadly applicable: it achieves strong results across image modeling, anomaly detection, and offline black-box optimization. On CIFAR-10 and ImageNet64x64 datasets, it yields 10-step and even 1-step samplers that match or surpass state-of-the-art methods, while cutting training iterations by up to half.

CVNov 28, 2022
Perceive, Ground, Reason, and Act: A Benchmark for General-purpose Visual Representation

Jiangyong Huang, William Yicheng Zhu, Baoxiong Jia et al.

Current computer vision models, unlike the human visual system, cannot yet achieve general-purpose visual understanding. Existing efforts to create a general vision model are limited in the scope of assessed tasks and offer no overarching framework to perform them holistically. We present a new comprehensive benchmark, General-purpose Visual Understanding Evaluation (G-VUE), covering the full spectrum of visual cognitive abilities with four functional domains $\unicode{x2014}$ Perceive, Ground, Reason, and Act. The four domains are embodied in 11 carefully curated tasks, from 3D reconstruction to visual reasoning and manipulation. Along with the benchmark, we provide a general encoder-decoder framework to allow for the evaluation of arbitrary visual representation on all 11 tasks. We evaluate various pre-trained visual representations with our framework and observe that (1) Transformer-based visual backbone generally outperforms CNN-based backbone on G-VUE, (2) visual representations from vision-language pre-training are superior to those with vision-only pre-training across visual tasks. With G-VUE, we provide a holistic evaluation standard to motivate research toward building general-purpose visual systems via obtaining more general-purpose visual representations.

LGOct 5, 2023
Learning Energy-Based Prior Model with Diffusion-Amortized MCMC

Peiyu Yu, Yaxuan Zhu, Sirui Xie et al.

Latent space Energy-Based Models (EBMs), also known as energy-based priors, have drawn growing interests in the field of generative modeling due to its flexibility in the formulation and strong modeling power of the latent space. However, the common practice of learning latent space EBMs with non-convergent short-run MCMC for prior and posterior sampling is hindering the model from further progress; the degenerate MCMC sampling quality in practice often leads to degraded generation quality and instability in training, especially with highly multi-modal and/or high-dimensional target distributions. To remedy this sampling issue, in this paper we introduce a simple but effective diffusion-based amortization method for long-run MCMC sampling and develop a novel learning algorithm for the latent space EBM based on it. We provide theoretical evidence that the learned amortization of MCMC is a valid long-run MCMC sampler. Experiments on several image modeling benchmark datasets demonstrate the superior performance of our method compared with strong counterparts

CVAug 7, 2024
Task-oriented Sequential Grounding and Navigation in 3D Scenes

Zhuofan Zhang, Ziyu Zhu, Junhao Li et al.

Grounding natural language in 3D environments is a critical step toward achieving robust 3D vision-language alignment. Current datasets and models for 3D visual grounding predominantly focus on identifying and localizing objects from static, object-centric descriptions. These approaches do not adequately address the dynamic and sequential nature of task-oriented scenarios. In this work, we introduce a novel task: Task-oriented Sequential Grounding and Navigation in 3D Scenes, where models must interpret step-by-step instructions for daily activities by either localizing a sequence of target objects in indoor scenes or navigating toward them within a 3D simulator. To facilitate this task, we present SG3D, a large-scale dataset comprising 22,346 tasks with 112,236 steps across 4,895 real-world 3D scenes. The dataset is constructed by combining RGB-D scans from various 3D scene datasets with an automated task generation pipeline, followed by human verification for quality assurance. We benchmark contemporary methods on SG3D, revealing the significant challenges in understanding task-oriented context across multiple steps. Furthermore, we propose SG-LLM, a state-of-the-art approach leveraging a stepwise grounding paradigm to tackle the sequential grounding task. Our findings underscore the need for further research to advance the development of more capable and context-aware embodied agents.

LGOct 16, 2023
Bongard-OpenWorld: Few-Shot Reasoning for Free-form Visual Concepts in the Real World

Rujie Wu, Xiaojian Ma, Zhenliang Zhang et al.

We introduce Bongard-OpenWorld, a new benchmark for evaluating real-world few-shot reasoning for machine vision. It originates from the classical Bongard Problems (BPs): Given two sets of images (positive and negative), the model needs to identify the set that query images belong to by inducing the visual concepts, which is exclusively depicted by images from the positive set. Our benchmark inherits the few-shot concept induction of the original BPs while adding the two novel layers of challenge: 1) open-world free-form concepts, as the visual concepts in Bongard-OpenWorld are unique compositions of terms from an open vocabulary, ranging from object categories to abstract visual attributes and commonsense factual knowledge; 2) real-world images, as opposed to the synthetic diagrams used by many counterparts. In our exploration, Bongard-OpenWorld already imposes a significant challenge to current few-shot reasoning algorithms. We further investigate to which extent the recently introduced Large Language Models (LLMs) and Vision-Language Models (VLMs) can solve our task, by directly probing VLMs, and combining VLMs and LLMs in an interactive reasoning scheme. We even conceived a neuro-symbolic reasoning approach that reconciles LLMs & VLMs with logical reasoning to emulate the human problem-solving process for Bongard Problems. However, none of these approaches manage to close the human-machine gap, as the best learner achieves 64% accuracy while human participants easily reach 91%. We hope Bongard-OpenWorld can help us better understand the limitations of current visual intelligence and facilitate future research on visual agents with stronger few-shot visual reasoning capabilities.

CVMar 18, 2024Code
VideoAgent: A Memory-augmented Multimodal Agent for Video Understanding

Yue Fan, Xiaojian Ma, Rujie Wu et al.

We explore how reconciling several foundation models (large language models and vision-language models) with a novel unified memory mechanism could tackle the challenging video understanding problem, especially capturing the long-term temporal relations in lengthy videos. In particular, the proposed multimodal agent VideoAgent: 1) constructs a structured memory to store both the generic temporal event descriptions and object-centric tracking states of the video; 2) given an input task query, it employs tools including video segment localization and object memory querying along with other visual foundation models to interactively solve the task, utilizing the zero-shot tool-use ability of LLMs. VideoAgent demonstrates impressive performances on several long-horizon video understanding benchmarks, an average increase of 6.6% on NExT-QA and 26.0% on EgoSchema over baselines, closing the gap between open-sourced models and private counterparts including Gemini 1.5 Pro.

80.6ROApr 18
Chain Of Interaction Benchmark (COIN): When Reasoning meets Embodied Interaction

Xianhao Wang, Xiaojian Ma, Haozhe Hu et al.

Generalist embodied agents must perform interactive, causally-dependent reasoning, continually interacting with the environment, acquiring information, and updating plans to solve long-horizon tasks before they could be adopted in real-life scenarios. For instance, retrieving an apple from a cabinet may require opening multiple doors and drawers before the apple becomes visible and reachable, demanding sequential interaction under partial observability. However, existing benchmarks fail to systematically evaluate this essential capability. We introduce COIN, a benchmark designed to assess interactive reasoning in realistic robotic manipulation through three key contributions. First, we construct COIN-50: 50 interactive tasks in daily scenarios, and create COIN-Primitive required by causally-dependent tasks, and COIN-Composition with mid-term complexity for skill learning and generalization evaluation. Second, we develop a low-cost mobile AR teleoperation system and collect the COIN-Primitive Dataset with 50 demonstrations per primitive task (1,000 in total). Third, we develop systematic evaluation metrics about execution stability and generalization robustness to evaluate CodeAsPolicy, VLA, and language-conditioned H-VLA approaches. Our comprehensive evaluation reveals critical limitations in current methods: models struggle with interactive reasoning tasks due to significant gaps between visual understanding and motor execution. We provide fine-grained analysis of these limitations.

CVApr 17, 2025Code
TongUI: Building Generalized GUI Agents by Learning from Multimodal Web Tutorials

Bofei Zhang, Zirui Shang, Zhi Gao et al.

Building Graphical User Interface (GUI) agents is a promising research direction, which simulates human interaction with computers or mobile phones to perform diverse GUI tasks. However, a major challenge in developing generalized GUI agents is the lack of sufficient trajectory data across various operating systems and applications, mainly due to the high cost of manual annotations. In this paper, we propose the TongUI framework that builds generalized GUI agents by learning from rich multimodal web tutorials. Concretely, we crawl and process online GUI tutorials (such as videos and articles) into GUI agent trajectory data, through which we produce the GUI-Net dataset containing 143K trajectory data across five operating systems and more than 200 applications. We develop the TongUI agent by fine-tuning Qwen2.5-VL-3B/7B models on GUI-Net, which show remarkable performance improvements on commonly used grounding and navigation benchmarks, outperforming baseline agents about 10\% on multiple benchmarks, showing the effectiveness of the GUI-Net dataset and underscoring the significance of our TongUI framework. We will fully open-source the code, the GUI-Net dataset, and the trained models soon.

CVMar 20, 2025Code
JARVIS-VLA: Post-Training Large-Scale Vision Language Models to Play Visual Games with Keyboards and Mouse

Muyao Li, Zihao Wang, Kaichen He et al. · pku

Recently, action-based decision-making in open-world environments has gained significant attention. Visual Language Action (VLA) models, pretrained on large-scale web datasets, have shown promise in decision-making tasks. However, previous work has primarily focused on action post-training, often neglecting enhancements to the foundational model itself. In response, we introduce a novel approach, Act from Visual Language Post-Training, which refines Visual Language Models (VLMs) through visual and linguistic guidance in a self-supervised manner. This enhancement improves the models' capabilities in world knowledge, visual recognition, and spatial grounding in open-world environments. Following the above post-training paradigms, we obtain the first VLA models in Minecraft that can follow human instructions on over 1k different atomic tasks, including crafting, smelting, cooking, mining, and killing. Our experiments demonstrate that post-training on non-trajectory tasks leads to a significant 40% improvement over the best agent baseline on a diverse set of atomic tasks. Furthermore, we demonstrate that our approach surpasses traditional imitation learning-based policies in Minecraft, achieving state-of-the-art performance. We have open-sourced the code, models, and datasets to foster further research. The project page can be found in https://craftjarvis.github.io/JarvisVLA.

CVJan 9, 2025Code
LongViTU: Instruction Tuning for Long-Form Video Understanding

Rujie Wu, Xiaojian Ma, Hai Ci et al. · pku

This paper introduces LongViTU, a large-scale (~121k QA pairs, ~900h videos), automatically generated dataset for long-form video understanding. We propose a systematic approach that organizes videos into a hierarchical tree structure for QA generation and incorporates self-revision mechanisms to ensure high-quality QA pairs. Each QA pair in LongViTU features: 1) long-term context (average certificate length of 4.6 minutes); 2) rich knowledge and condensed reasoning (commonsense, causality, planning, etc.)). We also offer explicit timestamp annotations of relevant events for each QA pair. We have conducted extensive human studies on LongViTU, and the results prove the quality of our dataset. To better evaluate the challenges posed by LongViTU's emphasis on long-term context and condensed reasoning, we manually curate a subset of LongViTU into a benchmark. Evaluations using a state-of-the-art open-source model (LongVU), a proprietary model (Gemini-1.5-Pro), and human annotators yield GPT-4 scores of 49.9, 52.3, and 81.0, respectively, underscoring the substantial difficulty presented by LongViTU questions. Performing supervised fine-tuning (SFT) of LongVU and LLaVA-Video on LongViTU data results in average performance gains of 2.5% and 3.7%, respectively, across a suite of long video understanding benchmarks (EgoSchema, VideoMME-Long, MLVU, LVBench).

94.8CVApr 23Code
Probing Visual Planning in Image Editing Models

Zhimu Zhou, Yanpeng Zhao, Qiuyu Liao et al.

Visual planning represents a crucial facet of human intelligence, especially in tasks that require complex spatial reasoning and navigation. Yet, in machine learning, this inherently visual problem is often tackled through a verbal-centric lens. While recent research demonstrates the promise of fully visual approaches, they suffer from significant computational inefficiency due to the step-by-step planning-by-generation paradigm. In this work, we present EAR, an editing-as-reasoning paradigm that reformulates visual planning as a single-step image transformation. To isolate intrinsic reasoning from visual recognition, we employ abstract puzzles as probing tasks and introduce AMAZE, a procedurally generated dataset that features the classical Maze and Queen problems, covering distinct, complementary forms of visual planning. The abstract nature of AMAZE also facilitates automatic evaluation of autoregressive and diffusion-based models in terms of both pixel-wise fidelity and logical validity. We assess leading proprietary and open-source editing models. The results show that they all struggle in the zero-shot setting, finetuning on basic scales enables remarkable generalization to larger in-domain scales and out-of-domain scales and geometries. However, our best model that runs on high-end hardware fails to match the zero-shot efficiency of human solvers, highlighting a persistent gap in neural visual reasoning.

CLMar 8, 2024
RAT: Retrieval Augmented Thoughts Elicit Context-Aware Reasoning in Long-Horizon Generation

Zihao Wang, Anji Liu, Haowei Lin et al. · pku

We explore how iterative revising a chain of thoughts with the help of information retrieval significantly improves large language models' reasoning and generation ability in long-horizon generation tasks, while hugely mitigating hallucination. In particular, the proposed method -- *retrieval-augmented thoughts* (RAT) -- revises each thought step one by one with retrieved information relevant to the task query, the current and the past thought steps, after the initial zero-shot CoT is generated. Applying RAT to GPT-3.5, GPT-4, and CodeLLaMA-7b substantially improves their performances on various long-horizon generation tasks; on average of relatively increasing rating scores by 13.63% on code generation, 16.96% on mathematical reasoning, 19.2% on creative writing, and 42.78% on embodied task planning. The demo page can be found at https://craftjarvis.github.io/RAT

CVMay 19, 2024
Unifying 3D Vision-Language Understanding via Promptable Queries

Ziyu Zhu, Zhuofan Zhang, Xiaojian Ma et al.

A unified model for 3D vision-language (3D-VL) understanding is expected to take various scene representations and perform a wide range of tasks in a 3D scene. However, a considerable gap exists between existing methods and such a unified model, due to the independent application of representation and insufficient exploration of 3D multi-task training. In this paper, we introduce PQ3D, a unified model capable of using Promptable Queries to tackle a wide range of 3D-VL tasks, from low-level instance segmentation to high-level reasoning and planning. This is achieved through three key innovations: (1) unifying various 3D scene representations (i.e., voxels, point clouds, multi-view images) into a shared 3D coordinate space by segment-level grouping, (2) an attention-based query decoder for task-specific information retrieval guided by prompts, and (3) universal output heads for different tasks to support multi-task training. Tested across ten diverse 3D-VL datasets, PQ3D demonstrates impressive performance on these tasks, setting new records on most benchmarks. Particularly, PQ3D improves the state-of-the-art on ScanNet200 by 4.9% (AP25), ScanRefer by 5.4% (acc@0.5), Multi3DRefer by 11.7% (F1@0.5), and Scan2Cap by 13.4% (CIDEr@0.5). Moreover, PQ3D supports flexible inference with individual or combined forms of available 3D representations, e.g., solely voxel input.

CVMar 22, 2024
Semantic Gaussians: Open-Vocabulary Scene Understanding with 3D Gaussian Splatting

Jun Guo, Xiaojian Ma, Yue Fan et al.

Open-vocabulary 3D scene understanding presents a significant challenge in computer vision, with wide-ranging applications in embodied agents and augmented reality systems. Existing methods adopt neurel rendering methods as 3D representations and jointly optimize color and semantic features to achieve rendering and scene understanding simultaneously. In this paper, we introduce Semantic Gaussians, a novel open-vocabulary scene understanding approach based on 3D Gaussian Splatting. Our key idea is to distill knowledge from 2D pre-trained models to 3D Gaussians. Unlike existing methods, we design a versatile projection approach that maps various 2D semantic features from pre-trained image encoders into a novel semantic component of 3D Gaussians, which is based on spatial relationship and need no additional training. We further build a 3D semantic network that directly predicts the semantic component from raw 3D Gaussians for fast inference. The quantitative results on ScanNet segmentation and LERF object localization demonstates the superior performance of our method. Additionally, we explore several applications of Semantic Gaussians including object part segmentation, instance segmentation, scene editing, and spatiotemporal segmentation with better qualitative results over 2D and 3D baselines, highlighting its versatility and effectiveness on supporting diverse downstream tasks.

CVDec 18, 2023
CLOVA: A Closed-Loop Visual Assistant with Tool Usage and Update

Zhi Gao, Yuntao Du, Xintong Zhang et al.

Utilizing large language models (LLMs) to compose off-the-shelf visual tools represents a promising avenue of research for developing robust visual assistants capable of addressing diverse visual tasks. However, these methods often overlook the potential for continual learning, typically by freezing the utilized tools, thus limiting their adaptation to environments requiring new knowledge. To tackle this challenge, we propose CLOVA, a Closed-Loop Visual Assistant, which operates within a framework encompassing inference, reflection, and learning phases. During the inference phase, LLMs generate programs and execute corresponding tools to complete assigned tasks. In the reflection phase, a multimodal global-local reflection scheme analyzes human feedback to determine which tools require updating. Lastly, the learning phase employs three flexible approaches to automatically gather training data and introduces a novel prompt tuning scheme to update the tools, allowing CLOVA to efficiently acquire new knowledge. Experimental findings demonstrate that CLOVA surpasses existing tool-usage methods by 5% in visual question answering and multiple-image reasoning, by 10% in knowledge tagging, and by 20% in image editing. These results underscore the significance of the continual learning capability in general visual assistants.

AIDec 20, 2024
Multi-modal Agent Tuning: Building a VLM-Driven Agent for Efficient Tool Usage

Zhi Gao, Bofei Zhang, Pengxiang Li et al.

The advancement of large language models (LLMs) prompts the development of multi-modal agents, which are used as a controller to call external tools, providing a feasible way to solve practical tasks. In this paper, we propose a multi-modal agent tuning method that automatically generates multi-modal tool-usage data and tunes a vision-language model (VLM) as the controller for powerful tool-usage reasoning. To preserve the data quality, we prompt the GPT-4o mini model to generate queries, files, and trajectories, followed by query-file and trajectory verifiers. Based on the data synthesis pipeline, we collect the MM-Traj dataset that contains 20K tasks with trajectories of tool usage. Then, we develop the T3-Agent via \underline{T}rajectory \underline{T}uning on VLMs for \underline{T}ool usage using MM-Traj. Evaluations on the GTA and GAIA benchmarks show that the T3-Agent consistently achieves improvements on two popular VLMs: MiniCPM-V-8.5B and {Qwen2-VL-7B}, which outperforms untrained VLMs by $20\%$, showing the effectiveness of the proposed data synthesis pipeline, leading to high-quality data for tool-usage capabilities.

CVDec 31, 2024
Embodied VideoAgent: Persistent Memory from Egocentric Videos and Embodied Sensors Enables Dynamic Scene Understanding

Yue Fan, Xiaojian Ma, Rongpeng Su et al.

This paper investigates the problem of understanding dynamic 3D scenes from egocentric observations, a key challenge in robotics and embodied AI. Unlike prior studies that explored this as long-form video understanding and utilized egocentric video only, we instead propose an LLM-based agent, Embodied VideoAgent, which constructs scene memory from both egocentric video and embodied sensory inputs (e.g. depth and pose sensing). We further introduce a VLM-based approach to automatically update the memory when actions or activities over objects are perceived. Embodied VideoAgent attains significant advantages over counterparts in challenging reasoning and planning tasks in 3D scenes, achieving gains of 4.9% on Ego4D-VQ3D, 5.8% on OpenEQA, and 11.7% on EnvQA. We have also demonstrated its potential in various embodied AI tasks including generating embodied interactions and perception for robot manipulation. The code and demo will be made public.

CVJul 5, 2025
Move to Understand a 3D Scene: Bridging Visual Grounding and Exploration for Efficient and Versatile Embodied Navigation

Ziyu Zhu, Xilin Wang, Yixuan Li et al.

Embodied scene understanding requires not only comprehending visual-spatial information that has been observed but also determining where to explore next in the 3D physical world. Existing 3D Vision-Language (3D-VL) models primarily focus on grounding objects in static observations from 3D reconstruction, such as meshes and point clouds, but lack the ability to actively perceive and explore their environment. To address this limitation, we introduce \underline{\textbf{M}}ove \underline{\textbf{t}}o \underline{\textbf{U}}nderstand (\textbf{\model}), a unified framework that integrates active perception with \underline{\textbf{3D}} vision-language learning, enabling embodied agents to effectively explore and understand their environment. This is achieved by three key innovations: 1) Online query-based representation learning, enabling direct spatial memory construction from RGB-D frames, eliminating the need for explicit 3D reconstruction. 2) A unified objective for grounding and exploring, which represents unexplored locations as frontier queries and jointly optimizes object grounding and frontier selection. 3) End-to-end trajectory learning that combines \textbf{V}ision-\textbf{L}anguage-\textbf{E}xploration pre-training over a million diverse trajectories collected from both simulated and real-world RGB-D sequences. Extensive evaluations across various embodied navigation and question-answering benchmarks show that MTU3D outperforms state-of-the-art reinforcement learning and modular navigation approaches by 14\%, 23\%, 9\%, and 2\% in success rate on HM3D-OVON, GOAT-Bench, SG3D, and A-EQA, respectively. \model's versatility enables navigation using diverse input modalities, including categories, language descriptions, and reference images. These findings highlight the importance of bridging visual grounding and exploration for embodied intelligence.

AIDec 7, 2024
GROOT-2: Weakly Supervised Multi-Modal Instruction Following Agents

Shaofei Cai, Bowei Zhang, Zihao Wang et al. · pku

Developing agents that can follow multimodal instructions remains a fundamental challenge in robotics and AI. Although large-scale pre-training on unlabeled datasets (no language instruction) has enabled agents to learn diverse behaviors, these agents often struggle with following instructions. While augmenting the dataset with instruction labels can mitigate this issue, acquiring such high-quality annotations at scale is impractical. To address this issue, we frame the problem as a semi-supervised learning task and introduce GROOT-2, a multimodal instructable agent trained using a novel approach that combines weak supervision with latent variable models. Our method consists of two key components: constrained self-imitating, which utilizes large amounts of unlabeled demonstrations to enable the policy to learn diverse behaviors, and human intention alignment, which uses a smaller set of labeled demonstrations to ensure the latent space reflects human intentions. GROOT-2's effectiveness is validated across four diverse environments, ranging from video games to robotic manipulation, demonstrating its robust multimodal instruction-following capabilities.

CVOct 23, 2024
ROCKET-1: Mastering Open-World Interaction with Visual-Temporal Context Prompting

Shaofei Cai, Zihao Wang, Kewei Lian et al. · pku

Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. One critical issue is bridging the gap between discrete entities in low-level observations and the abstract concepts required for effective planning. A common solution is building hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language. However, language suffers from the inability to communicate detailed spatial information. We propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from past observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, supported by real-time object tracking from SAM-2. Our method unlocks the potential of VLMs, enabling them to tackle complex tasks that demand spatial reasoning. Experiments in Minecraft show that our approach enables agents to achieve previously unattainable tasks, with a $\mathbf{76}\%$ absolute improvement in open-world interaction performance. Codes and demos are now available on the project page: https://craftjarvis.github.io/ROCKET-1.

CVApr 30, 2025
Iterative Tool Usage Exploration for Multimodal Agents via Step-wise Preference Tuning

Pengxiang Li, Zhi Gao, Bofei Zhang et al.

Multimodal agents, which integrate a controller e.g., a vision language model) with external tools, have demonstrated remarkable capabilities in tackling complex multimodal tasks. Existing approaches for training these agents, both supervised fine-tuning and reinforcement learning, depend on extensive human-annotated task-answer pairs and tool trajectories. However, for complex multimodal tasks, such annotations are prohibitively expensive or impractical to obtain. In this paper, we propose an iterative tool usage exploration method for multimodal agents without any pre-collected data, namely SPORT, via step-wise preference optimization to refine the trajectories of tool usage. Our method enables multimodal agents to autonomously discover effective tool usage strategies through self-exploration and optimization, eliminating the bottleneck of human annotation. SPORT has four iterative components: task synthesis, step sampling, step verification, and preference tuning. We first synthesize multimodal tasks using language models. Then, we introduce a novel trajectory exploration scheme, where step sampling and step verification are executed alternately to solve synthesized tasks. In step sampling, the agent tries different tools and obtains corresponding results. In step verification, we employ a verifier to provide AI feedback to construct step-wise preference data. The data is subsequently used to update the controller for tool usage through preference tuning, producing a SPORT agent. By interacting with real environments, the SPORT agent gradually evolves into a more refined and capable system. Evaluation in the GTA and GAIA benchmarks shows that the SPORT agent achieves 6.41% and 3.64% improvements, underscoring the generalization and effectiveness introduced by our method. The project page is https://SPORT-Agents.github.io.

ROMay 15, 2025
FlowDreamer: A RGB-D World Model with Flow-based Motion Representations for Robot Manipulation

Jun Guo, Xiaojian Ma, Yikai Wang et al.

This paper investigates training better visual world models for robot manipulation, i.e., models that can predict future visual observations by conditioning on past frames and robot actions. Specifically, we consider world models that operate on RGB-D frames (RGB-D world models). As opposed to canonical approaches that handle dynamics prediction mostly implicitly and reconcile it with visual rendering in a single model, we introduce FlowDreamer, which adopts 3D scene flow as explicit motion representations. FlowDreamer first predicts 3D scene flow from past frame and action conditions with a U-Net, and then a diffusion model will predict the future frame utilizing the scene flow. FlowDreamer is trained end-to-end despite its modularized nature. We conduct experiments on 4 different benchmarks, covering both video prediction and visual planning tasks. The results demonstrate that FlowDreamer achieves better performance compared to other baseline RGB-D world models by 7% on semantic similarity, 11% on pixel quality, and 6% on success rate in various robot manipulation domains.

CVJun 11, 2025
LEO-VL: Efficient Scene Representation for Scalable 3D Vision-Language Learning

Jiangyong Huang, Xiaojian Ma, Xiongkun Linghu et al.

Developing vision-language models (VLMs) capable of understanding 3D scenes has been a longstanding goal in the 3D-VL community. Despite recent progress, 3D VLMs still fall short of their 2D counterparts in capability and robustness. A key bottleneck is that current scene representations struggle to balance performance and efficiency: competitive performance comes at the cost of heavy token overhead, which in turn hampers the scalability of 3D-VL learning. To address this, we propose the condensed feature grid (CFG), an efficient scene representation featuring significantly reduced token overhead and strong perception capability. Building on CFG, we introduce LEO-VL, a 3D VLM trained on 700k 3D-VL data spanning four real-world indoor domains and five tasks such as captioning and dialogue. To enhance the robustness of 3D VLM, we further propose SceneDPO for post-training, which involves contrasts across answers and scenes. LEO-VL achieves state-of-the-art performance on various 3D QA benchmarks, including SQA3D, MSQA, and Beacon3D. Our extensive experiments highlight the efficiency of our representation, the benefit of task and scene diversity, consistent scaling effects, and the advantages of SceneDPO compared to SFT and GRPO. We hope our findings advance the efficiency, scalability, and robustness of future 3D VLMs.

CVSep 26, 2025
MILR: Improving Multimodal Image Generation via Test-Time Latent Reasoning

Yapeng Mi, Hengli Li, Yanpeng Zhao et al.

Reasoning-augmented machine learning systems have shown improved performance in various domains, including image generation. However, existing reasoning-based methods for image generation either restrict reasoning to a single modality (image or text) or rely on high-quality reasoning data for fine-tuning. To tackle these limitations, we propose MILR, a test-time method that jointly reasons over image and text in a unified latent vector space. Reasoning in MILR is performed by searching through vector representations of discrete image and text tokens. Practically, this is implemented via the policy gradient method, guided by an image quality critic. We instantiate MILR within the unified multimodal understanding and generation (MUG) framework that natively supports language reasoning before image synthesis and thus facilitates cross-modal reasoning. The intermediate model outputs, which are to be optimized, serve as the unified latent space, enabling MILR to operate entirely at test time. We evaluate MILR on GenEval, T2I-CompBench, and WISE, achieving state-of-the-art results on all benchmarks. Notably, on knowledge-intensive WISE, MILR attains an overall score of 0.63, improving over the baseline by 80%. Our further analysis indicates that joint reasoning in the unified latent space is the key to its strong performance. Moreover, our qualitative studies reveal MILR's non-trivial ability in temporal and cultural reasoning, highlighting the efficacy of our reasoning method.

CVAug 8, 2025
NEP: Autoregressive Image Editing via Next Editing Token Prediction

Huimin Wu, Xiaojian Ma, Haozhe Zhao et al.

Text-guided image editing involves modifying a source image based on a language instruction and, typically, requires changes to only small local regions. However, existing approaches generate the entire target image rather than selectively regenerate only the intended editing areas. This results in (1) unnecessary computational costs and (2) a bias toward reconstructing non-editing regions, which compromises the quality of the intended edits. To resolve these limitations, we propose to formulate image editing as Next Editing-token Prediction (NEP) based on autoregressive image generation, where only regions that need to be edited are regenerated, thus avoiding unintended modification to the non-editing areas. To enable any-region editing, we propose to pre-train an any-order autoregressive text-to-image (T2I) model. Once trained, it is capable of zero-shot image editing and can be easily adapted to NEP for image editing, which achieves a new state-of-the-art on widely used image editing benchmarks. Moreover, our model naturally supports test-time scaling (TTS) through iteratively refining its generation in a zero-shot manner. The project page is: https://nep-bigai.github.io/

CVApr 6, 2025
Building LLM Agents by Incorporating Insights from Computer Systems

Yapeng Mi, Zhi Gao, Xiaojian Ma et al.

LLM-driven autonomous agents have emerged as a promising direction in recent years. However, many of these LLM agents are designed empirically or based on intuition, often lacking systematic design principles, which results in diverse agent structures with limited generality and scalability. In this paper, we advocate for building LLM agents by incorporating insights from computer systems. Inspired by the von Neumann architecture, we propose a structured framework for LLM agentic systems, emphasizing modular design and universal principles. Specifically, this paper first provides a comprehensive review of LLM agents from the computer system perspective, then identifies key challenges and future directions inspired by computer system design, and finally explores the learning mechanisms for LLM agents beyond the computer system. The insights gained from this comparative analysis offer a foundation for systematic LLM agent design and advancement.

CVJun 5, 2025
From Objects to Anywhere: A Holistic Benchmark for Multi-level Visual Grounding in 3D Scenes

Tianxu Wang, Zhuofan Zhang, Ziyu Zhu et al.

3D visual grounding has made notable progress in localizing objects within complex 3D scenes. However, grounding referring expressions beyond objects in 3D scenes remains unexplored. In this paper, we introduce Anywhere3D-Bench, a holistic 3D visual grounding benchmark consisting of 2,886 referring expression-3D bounding box pairs spanning four different grounding levels: human-activity areas, unoccupied space beyond objects, individual objects in the scene, and fine-grained object parts. We assess a range of state-of-the-art 3D visual grounding methods alongside large language models (LLMs) and multimodal LLMs (MLLMs) on Anywhere3D-Bench. Experimental results reveal that space-level and part-level visual grounding pose the greatest challenges: space-level tasks require a more comprehensive spatial reasoning ability, for example, modeling distances and spatial relations within 3D space, while part-level tasks demand fine-grained perception of object composition. Even the best-performing models, Google Gemini-2.5-Pro and OpenAI o3, achieve just around 30% accuracy on space-level tasks and around 40% on part-level tasks, significantly lower than its performance on area-level and object-level tasks. These findings underscore a critical gap in current models' capacity to understand and reason about 3D scenes beyond object-level semantics.

LGJun 27, 2024
OmniJARVIS: Unified Vision-Language-Action Tokenization Enables Open-World Instruction Following Agents

Zihao Wang, Shaofei Cai, Zhancun Mu et al.

This paper presents OmniJARVIS, a novel Vision-Language-Action (VLA) model for open-world instruction-following agents in Minecraft. Compared to prior works that either emit textual goals to separate controllers or produce the control command directly, OmniJARVIS seeks a different path to ensure both strong reasoning and efficient decision-making capabilities via unified tokenization of multimodal interaction data. First, we introduce a self-supervised approach to learn a behavior encoder that produces discretized tokens for behavior trajectories $τ= \{o_0, a_0, \dots\}$ and an imitation learning policy decoder conditioned on these tokens. These additional behavior tokens will be augmented to the vocabulary of pretrained Multimodal Language Models. With this encoder, we then pack long-term multimodal interactions involving task instructions, memories, thoughts, observations, textual responses, behavior trajectories, etc into unified token sequences and model them with autoregressive transformers. Thanks to the semantically meaningful behavior tokens, the resulting VLA model, OmniJARVIS, can reason (by producing chain-of-thoughts), plan, answer questions, and act (by producing behavior tokens for the imitation learning policy decoder). OmniJARVIS demonstrates excellent performances on a comprehensive collection of atomic, programmatic, and open-ended tasks in open-world Minecraft. Our analysis further unveils the crucial design principles in interaction data formation, unified tokenization, and its scaling potentials. The dataset, models, and code will be released at https://craftjarvis.org/OmniJARVIS.

CVOct 29, 2021
Unsupervised Foreground Extraction via Deep Region Competition

Peiyu Yu, Sirui Xie, Xiaojian Ma et al.

We present Deep Region Competition (DRC), an algorithm designed to extract foreground objects from images in a fully unsupervised manner. Foreground extraction can be viewed as a special case of generic image segmentation that focuses on identifying and disentangling objects from the background. In this work, we rethink the foreground extraction by reconciling energy-based prior with generative image modeling in the form of Mixture of Experts (MoE), where we further introduce the learned pixel re-assignment as the essential inductive bias to capture the regularities of background regions. With this modeling, the foreground-background partition can be naturally found through Expectation-Maximization (EM). We show that the proposed method effectively exploits the interaction between the mixture components during the partitioning process, which closely connects to region competition, a seminal approach for generic image segmentation. Experiments demonstrate that DRC exhibits more competitive performances on complex real-world data and challenging multi-object scenes compared with prior methods. Moreover, we show empirically that DRC can potentially generalize to novel foreground objects even from categories unseen during training.

LGJun 10, 2021
Adversarial Option-Aware Hierarchical Imitation Learning

Mingxuan Jing, Wenbing Huang, Fuchun Sun et al.

It has been a challenge to learning skills for an agent from long-horizon unannotated demonstrations. Existing approaches like Hierarchical Imitation Learning(HIL) are prone to compounding errors or suboptimal solutions. In this paper, we propose Option-GAIL, a novel method to learn skills at long horizon. The key idea of Option-GAIL is modeling the task hierarchy by options and train the policy via generative adversarial optimization. In particular, we propose an Expectation-Maximization(EM)-style algorithm: an E-step that samples the options of expert conditioned on the current learned policy, and an M-step that updates the low- and high-level policies of agent simultaneously to minimize the newly proposed option-occupancy measurement between the expert and the agent. We theoretically prove the convergence of the proposed algorithm. Experiments show that Option-GAIL outperforms other counterparts consistently across a variety of tasks.

LGFeb 22, 2021
HALMA: Humanlike Abstraction Learning Meets Affordance in Rapid Problem Solving

Sirui Xie, Xiaojian Ma, Peiyu Yu et al.

Humans learn compositional and causal abstraction, \ie, knowledge, in response to the structure of naturalistic tasks. When presented with a problem-solving task involving some objects, toddlers would first interact with these objects to reckon what they are and what can be done with them. Leveraging these concepts, they could understand the internal structure of this task, without seeing all of the problem instances. Remarkably, they further build cognitively executable strategies to \emph{rapidly} solve novel problems. To empower a learning agent with similar capability, we argue there shall be three levels of generalization in how an agent represents its knowledge: perceptual, conceptual, and algorithmic. In this paper, we devise the very first systematic benchmark that offers joint evaluation covering all three levels. This benchmark is centered around a novel task domain, HALMA, for visual concept development and rapid problem-solving. Uniquely, HALMA has a minimum yet complete concept space, upon which we introduce a novel paradigm to rigorously diagnose and dissect learning agents' capability in understanding and generalizing complex and structural concepts. We conduct extensive experiments on reinforcement learning agents with various inductive biases and carefully report their proficiency and weakness.

ROMar 11, 2020
A Mobile Robot Hand-Arm Teleoperation System by Vision and IMU

Shuang Li, Jiaxi Jiang, Philipp Ruppel et al.

In this paper, we present a multimodal mobile teleoperation system that consists of a novel vision-based hand pose regression network (Transteleop) and an IMU-based arm tracking method. Transteleop observes the human hand through a low-cost depth camera and generates not only joint angles but also depth images of paired robot hand poses through an image-to-image translation process. A keypoint-based reconstruction loss explores the resemblance in appearance and anatomy between human and robotic hands and enriches the local features of reconstructed images. A wearable camera holder enables simultaneous hand-arm control and facilitates the mobility of the whole teleoperation system. Network evaluation results on a test dataset and a variety of complex manipulation tasks that go beyond simple pick-and-place operations show the efficiency and stability of our multimodal teleoperation system.

ROFeb 29, 2020
Robust Robotic Pouring using Audition and Haptics

Hongzhuo Liang, Chuangchuang Zhou, Shuang Li et al.

Robust and accurate estimation of liquid height lies as an essential part of pouring tasks for service robots. However, vision-based methods often fail in occluded conditions while audio-based methods cannot work well in a noisy environment. We instead propose a multimodal pouring network (MP-Net) that is able to robustly predict liquid height by conditioning on both audition and haptics input. MP-Net is trained on a self-collected multimodal pouring dataset. This dataset contains 300 robot pouring recordings with audio and force/torque measurements for three types of target containers. We also augment the audio data by inserting robot noise. We evaluated MP-Net on our collected dataset and a wide variety of robot experiments. Both network training results and robot experiments demonstrate that MP-Net is robust against noise and changes to the task and environment. Moreover, we further combine the predicted height and force data to estimate the shape of the target container.

LGNov 25, 2019
Theory-based Causal Transfer: Integrating Instance-level Induction and Abstract-level Structure Learning

Mark Edmonds, Xiaojian Ma, Siyuan Qi et al.

Learning transferable knowledge across similar but different settings is a fundamental component of generalized intelligence. In this paper, we approach the transfer learning challenge from a causal theory perspective. Our agent is endowed with two basic yet general theories for transfer learning: (i) a task shares a common abstract structure that is invariant across domains, and (ii) the behavior of specific features of the environment remain constant across domains. We adopt a Bayesian perspective of causal theory induction and use these theories to transfer knowledge between environments. Given these general theories, the goal is to train an agent by interactively exploring the problem space to (i) discover, form, and transfer useful abstract and structural knowledge, and (ii) induce useful knowledge from the instance-level attributes observed in the environment. A hierarchy of Bayesian structures is used to model abstract-level structural causal knowledge, and an instance-level associative learning scheme learns which specific objects can be used to induce state changes through interaction. This model-learning scheme is then integrated with a model-based planner to achieve a task in the OpenLock environment, a virtual ``escape room'' with a complex hierarchy that requires agents to reason about an abstract, generalized causal structure. We compare performances against a set of predominate model-free reinforcement learning(RL) algorithms. RL agents showed poor ability transferring learned knowledge across different trials. Whereas the proposed model revealed similar performance trends as human learners, and more importantly, demonstrated transfer behavior across trials and learning situations.

LGNov 16, 2019
Reinforcement Learning from Imperfect Demonstrations under Soft Expert Guidance

Mingxuan Jing, Xiaojian Ma, Wenbing Huang et al.

In this paper, we study Reinforcement Learning from Demonstrations (RLfD) that improves the exploration efficiency of Reinforcement Learning (RL) by providing expert demonstrations. Most of existing RLfD methods require demonstrations to be perfect and sufficient, which yet is unrealistic to meet in practice. To work on imperfect demonstrations, we first define an imperfect expert setting for RLfD in a formal way, and then point out that previous methods suffer from two issues in terms of optimality and convergence, respectively. Upon the theoretical findings we have derived, we tackle these two issues by regarding the expert guidance as a soft constraint on regulating the policy exploration of the agent, which eventually leads to a constrained optimization problem. We further demonstrate that such problem is able to be addressed efficiently by performing a local linear search on its dual form. Considerable empirical evaluations on a comprehensive collection of benchmarks indicate our method attains consistent improvement over other RLfD counterparts.