Molmo and PixMo: Open Weights and Open Data for State-of-the-Art Vision-Language ModelsMatt Deitke, Christopher Clark, Sangho Lee et al. · allen-ai
Today's most advanced vision-language models (VLMs) remain proprietary. The strongest open-weight models rely heavily on synthetic data from proprietary VLMs to achieve good performance, effectively distilling these closed VLMs into open ones. As a result, the community has been missing foundational knowledge about how to build performant VLMs from scratch. We present Molmo, a new family of VLMs that are state-of-the-art in their class of openness. Our key contribution is a collection of new datasets called PixMo, including a dataset of highly detailed image captions for pre-training, a free-form image Q&A dataset for fine-tuning, and an innovative 2D pointing dataset, all collected without the use of external VLMs. The success of our approach relies on careful modeling choices, a well-tuned training pipeline, and, most critically, the quality of our newly collected datasets. Our best-in-class 72B model not only outperforms others in the class of open weight and data models, but also outperforms larger proprietary models including Claude 3.5 Sonnet, and Gemini 1.5 Pro and Flash, second only to GPT-4o based on both academic benchmarks and on a large human evaluation. Our model weights, new datasets, and source code are available at https://molmo.allenai.org/blog.
Unified-IO 2: Scaling Autoregressive Multimodal Models with Vision, Language, Audio, and ActionJiasen Lu, Christopher Clark, Sangho Lee et al. · allen-ai
We present Unified-IO 2, the first autoregressive multimodal model that is capable of understanding and generating image, text, audio, and action. To unify different modalities, we tokenize inputs and outputs -- images, text, audio, action, bounding boxes, etc., into a shared semantic space and then process them with a single encoder-decoder transformer model. Since training with such diverse modalities is challenging, we propose various architectural improvements to stabilize model training. We train our model from scratch on a large multimodal pre-training corpus from diverse sources with a multimodal mixture of denoisers objective. To learn an expansive set of skills, such as following multimodal instructions, we construct and finetune on an ensemble of 120 datasets with prompts and augmentations. With a single unified model, Unified-IO 2 achieves state-of-the-art performance on the GRIT benchmark and strong results in more than 35 benchmarks, including image generation and understanding, natural language understanding, video and audio understanding, and robotic manipulation. We release all our models to the research community.
Holodeck: Language Guided Generation of 3D Embodied AI EnvironmentsYue Yang, Fan-Yun Sun, Luca Weihs et al. · allen-ai
3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs for styles, and can capture the semantics of complex queries such as "apartment for a researcher with a cat" and "office of a professor who is a fan of Star Wars". Holodeck leverages a large language model (i.e., GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly, we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI, training agents to navigate in novel scenes like music rooms and daycares without human-constructed data, which is a significant step forward in developing general-purpose embodied agents.
2 OLMo 2 FuriousTeam OLMo, Pete Walsh, Luca Soldaini et al. · allen-ai, cambridge
We present OLMo 2, the next generation of our fully open language models. OLMo 2 includes a family of dense autoregressive language models at 7B, 13B and 32B scales with fully released artifacts -- model weights, full training data, training code and recipes, training logs and thousands of intermediate checkpoints. In this work, we describe our modified model architecture and training recipe, focusing on techniques for achieving better training stability and improved per-token efficiency. Our updated pretraining data mixture introduces a new, specialized data mix called Dolmino Mix 1124, which significantly improves model capabilities across many downstream task benchmarks when introduced via late-stage curriculum training (i.e. specialized data during the annealing phase of pretraining). Finally, we incorporate best practices from Tülu 3 to develop OLMo 2-Instruct, focusing on permissive data and extending our final-stage reinforcement learning with verifiable rewards (RLVR). Our OLMo 2 base models sit at the Pareto frontier of performance to training compute, often matching or outperforming open-weight only models like Llama 3.1, Qwen 2.5, and Gemma 2 while using fewer FLOPs and with fully transparent training data, code, and recipe. Our fully open OLMo 2-Instruct models are competitive with open-weight only models of comparable size and even some proprietary models like GPT-3.5 Turbo and GPT 4o Mini.
Iconary: A Pictionary-Based Game for Testing Multimodal Communication with Drawings and TextChristopher Clark, Jordi Salvador, Dustin Schwenk et al.
Communicating with humans is challenging for AIs because it requires a shared understanding of the world, complex semantics (e.g., metaphors or analogies), and at times multi-modal gestures (e.g., pointing with a finger, or an arrow in a diagram). We investigate these challenges in the context of Iconary, a collaborative game of drawing and guessing based on Pictionary, that poses a novel challenge for the research community. In Iconary, a Guesser tries to identify a phrase that a Drawer is drawing by composing icons, and the Drawer iteratively revises the drawing to help the Guesser in response. This back-and-forth often uses canonical scenes, visual metaphor, or icon compositions to express challenging words, making it an ideal test for mixing language and visual/symbolic communication in AI. We propose models to play Iconary and train them on over 55,000 games between human players. Our models are skillful players and are able to employ world knowledge in language models to play with words unseen during training. Elite human players outperform our models, particularly at the drawing task, leaving an important gap for future research to address. We release our dataset, code, and evaluation setup as a challenge to the community at http://www.github.com/allenai/iconary.
Learning to Model and Ignore Dataset Bias with Mixed Capacity EnsemblesChristopher Clark, Mark Yatskar, Luke Zettlemoyer
Many datasets have been shown to contain incidental correlations created by idiosyncrasies in the data collection process. For example, sentence entailment datasets can have spurious word-class correlations if nearly all contradiction sentences contain the word "not", and image recognition datasets can have tell-tale object-background correlations if dogs are always indoors. In this paper, we propose a method that can automatically detect and ignore these kinds of dataset-specific patterns, which we call dataset biases. Our method trains a lower capacity model in an ensemble with a higher capacity model. During training, the lower capacity model learns to capture relatively shallow correlations, which we hypothesize are likely to reflect dataset bias. This frees the higher capacity model to focus on patterns that should generalize better. We ensure the models learn non-overlapping approaches by introducing a novel method to make them conditionally independent. Importantly, our approach does not require the bias to be known in advance. We evaluate performance on synthetic datasets, and four datasets built to penalize models that exploit known biases on textual entailment, visual question answering, and image recognition tasks. We show improvement in all settings, including a 10 point gain on the visual question answering dataset.
Don't Take the Easy Way Out: Ensemble Based Methods for Avoiding Known Dataset BiasesChristopher Clark, Mark Yatskar, Luke Zettlemoyer
State-of-the-art models often make use of superficial patterns in the data that do not generalize well to out-of-domain or adversarial settings. For example, textual entailment models often learn that particular key words imply entailment, irrespective of context, and visual question answering models learn to predict prototypical answers, without considering evidence in the image. In this paper, we show that if we have prior knowledge of such biases, we can train a model to be more robust to domain shift. Our method has two stages: we (1) train a naive model that makes predictions exclusively based on dataset biases, and (2) train a robust model as part of an ensemble with the naive one in order to encourage it to focus on other patterns in the data that are more likely to generalize. Experiments on five datasets with out-of-domain test sets show significantly improved robustness in all settings, including a 12 point gain on a changing priors visual question answering dataset and a 9 point gain on an adversarial question answering test set.
40.0CLMay 24, 2019
BoolQ: Exploring the Surprising Difficulty of Natural Yes/No QuestionsChristopher Clark, Kenton Lee, Ming-Wei Chang et al.
In this paper we study yes/no questions that are naturally occurring --- meaning that they are generated in unprompted and unconstrained settings. We build a reading comprehension dataset, BoolQ, of such questions, and show that they are unexpectedly challenging. They often query for complex, non-factoid information, and require difficult entailment-like inference to solve. We also explore the effectiveness of a range of transfer learning baselines. We find that transferring from entailment data is more effective than transferring from paraphrase or extractive QA data, and that it, surprisingly, continues to be very beneficial even when starting from massive pre-trained language models such as BERT. Our best method trains BERT on MultiNLI and then re-trains it on our train set. It achieves 80.4% accuracy compared to 90% accuracy of human annotators (and 62% majority-baseline), leaving a significant gap for future work.
51.5CLFeb 15, 2018
Deep contextualized word representationsMatthew E. Peters, Mark Neumann, Mohit Iyyer et al.
We introduce a new type of deep contextualized word representation that models both (1) complex characteristics of word use (e.g., syntax and semantics), and (2) how these uses vary across linguistic contexts (i.e., to model polysemy). Our word vectors are learned functions of the internal states of a deep bidirectional language model (biLM), which is pre-trained on a large text corpus. We show that these representations can be easily added to existing models and significantly improve the state of the art across six challenging NLP problems, including question answering, textual entailment and sentiment analysis. We also present an analysis showing that exposing the deep internals of the pre-trained network is crucial, allowing downstream models to mix different types of semi-supervision signals.
Simple and Effective Multi-Paragraph Reading ComprehensionChristopher Clark, Matt Gardner
We consider the problem of adapting neural paragraph-level question answering models to the case where entire documents are given as input. Our proposed solution trains models to produce well calibrated confidence scores for their results on individual paragraphs. We sample multiple paragraphs from the documents during training, and use a shared-normalization training objective that encourages the model to produce globally correct output. We combine this method with a state-of-the-art pipeline for training models on document QA data. Experiments demonstrate strong performance on several document QA datasets. Overall, we are able to achieve a score of 71.3 F1 on the web portion of TriviaQA, a large improvement from the 56.7 F1 of the previous best system.
22.1AIDec 10, 2014
Teaching Deep Convolutional Neural Networks to Play GoChristopher Clark, Amos Storkey
Mastering the game of Go has remained a long standing challenge to the field of AI. Modern computer Go systems rely on processing millions of possible future positions to play well, but intuitively a stronger and more 'humanlike' way to play the game would be to rely on pattern recognition abilities rather then brute force computation. Following this sentiment, we train deep convolutional neural networks to play Go by training them to predict the moves made by expert Go players. To solve this problem we introduce a number of novel techniques, including a method of tying weights in the network to 'hard code' symmetries that are expect to exist in the target function, and demonstrate in an ablation study they considerably improve performance. Our final networks are able to achieve move prediction accuracies of 41.1% and 44.4% on two different Go datasets, surpassing previous state of the art on this task by significant margins. Additionally, while previous move prediction programs have not yielded strong Go playing programs, we show that the networks trained in this work acquired high levels of skill. Our convolutional neural networks can consistently defeat the well known Go program GNU Go, indicating it is state of the art among programs that do not use Monte Carlo Tree Search. It is also able to win some games against state of the art Go playing program Fuego while using a fraction of the play time. This success at playing Go indicates high level principles of the game were learned.