Abstract:Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. A key issue is the difficulty in smoothly connecting individual entities in low-level observations with abstract concepts required for planning. A common approach to address this problem is through the use of hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language and imagined observations. However, language often fails to effectively convey spatial information, while generating future images with sufficient accuracy remains challenging. To address these limitations, we propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from both past and present 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, with real-time object tracking provided by SAM-2. Our method unlocks the full potential of VLMs visual-language reasoning abilities, enabling them to solve complex creative tasks, especially those heavily reliant on spatial understanding. Experiments in Minecraft demonstrate that our approach allows agents to accomplish previously unattainable tasks, highlighting the effectiveness of visual-temporal context prompting in embodied decision-making. Codes and demos will be available on the project page: https://craftjarvis.github.io/ROCKET-1.
Abstract:Discrete diffusion models have recently shown significant progress in modeling complex data, such as natural languages and DNA sequences. However, unlike diffusion models for continuous data, which can generate high-quality samples in just a few denoising steps, modern discrete diffusion models still require hundreds or even thousands of denoising steps to perform well. In this paper, we identify a fundamental limitation that prevents discrete diffusion models from achieving strong performance with fewer steps -- they fail to capture dependencies between output variables at each denoising step. To address this issue, we provide a formal explanation and introduce a general approach to supplement the missing dependency information by incorporating another deep generative model, termed the copula model. Our method does not require fine-tuning either the diffusion model or the copula model, yet it enables high-quality sample generation with significantly fewer denoising steps. When we apply this approach to autoregressive copula models, the combined model outperforms both models individually in unconditional and conditional text generation. Specifically, the hybrid model achieves better (un)conditional text generation using 8 to 32 times fewer denoising steps than the diffusion model alone. In addition to presenting an effective discrete diffusion generation algorithm, this paper emphasizes the importance of modeling inter-variable dependencies in discrete diffusion.
Abstract:We present OmniJARVIS, a novel Vision-Language-Action (VLA) model for open-world instruction-following agents in open-world 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 $\tau$ = {$o_0$, $a_0$, $\dots$} and an imitation learning (IL) policy decoder conditioned on these tokens. These additional behavior tokens will be augmented to the vocabulary of pretrained Multimodal Language Models (MLMs). 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 IL 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.
Abstract:Traditional supervised learning heavily relies on human-annotated datasets, especially in data-hungry neural approaches. However, various tasks, especially multi-label tasks like document-level relation extraction, pose challenges in fully manual annotation due to the specific domain knowledge and large class sets. Therefore, we address the multi-label positive-unlabelled learning (MLPUL) problem, where only a subset of positive classes is annotated. We propose Mixture Learner for Partially Annotated Classification (MLPAC), an RL-based framework combining the exploration ability of reinforcement learning and the exploitation ability of supervised learning. Experimental results across various tasks, including document-level relation extraction, multi-label image classification, and binary PU learning, demonstrate the generalization and effectiveness of our framework.
Abstract:Despite the recent successes of multi-agent reinforcement learning (MARL) algorithms, efficiently adapting to co-players in mixed-motive environments remains a significant challenge. One feasible approach is to hierarchically model co-players' behavior based on inferring their characteristics. However, these methods often encounter difficulties in efficient reasoning and utilization of inferred information. To address these issues, we propose Hierarchical Opponent modeling and Planning (HOP), a novel multi-agent decision-making algorithm that enables few-shot adaptation to unseen policies in mixed-motive environments. HOP is hierarchically composed of two modules: an opponent modeling module that infers others' goals and learns corresponding goal-conditioned policies, and a planning module that employs Monte Carlo Tree Search (MCTS) to identify the best response. Our approach improves efficiency by updating beliefs about others' goals both across and within episodes and by using information from the opponent modeling module to guide planning. Experimental results demonstrate that in mixed-motive environments, HOP exhibits superior few-shot adaptation capabilities when interacting with various unseen agents, and excels in self-play scenarios. Furthermore, the emergence of social intelligence during our experiments underscores the potential of our approach in complex multi-agent environments.
Abstract:Probabilistic Circuits (PCs) are a general framework for tractable deep generative models, which support exact and efficient probabilistic inference on their learned distributions. Recent modeling and training advancements have enabled their application to complex real-world tasks. However, the time and memory inefficiency of existing PC implementations hinders further scaling up. This paper proposes PyJuice, a general GPU implementation design for PCs that improves prior art in several regards. Specifically, PyJuice is 1-2 orders of magnitude faster than existing systems (including very recent ones) at training large-scale PCs. Moreover, PyJuice consumes 2-5x less GPU memory, which enables us to train larger models. At the core of our system is a compilation process that converts a PC into a compact representation amenable to efficient block-based parallelization, which significantly reduces IO and makes it possible to leverage Tensor Cores available in modern GPUs. Empirically, PyJuice can be used to improve state-of-the-art PCs trained on image (e.g., ImageNet32) and language (e.g., WikiText, CommonGen) datasets. We further establish a new set of baselines on natural image and language datasets by benchmarking existing PC structures but with much larger sizes and more training epochs, with the hope of incentivizing future research. Code is available at https://github.com/Tractables/pyjuice.
Abstract:Diffusion Probabilistic Models (DPMs) are powerful generative models showing competitive performance in various domains, including image synthesis and 3D point cloud generation. However, sampling from pre-trained DPMs involves multiple neural function evaluations (NFE) to transform Gaussian noise samples into images, resulting in higher computational costs compared to single-step generative models such as GANs or VAEs. Therefore, a crucial problem is to reduce NFE while preserving generation quality. To this end, we propose LD3, a lightweight framework for learning time discretization while sampling from the diffusion ODE encapsulated by DPMs. LD3 can be combined with various diffusion ODE solvers and consistently improves performance without retraining resource-intensive neural networks. We demonstrate analytically and empirically that LD3 enhances sampling efficiency compared to distillation-based methods, without the extensive computational overhead. We evaluate our method with extensive experiments on 5 datasets, covering unconditional and conditional sampling in both pixel-space and latent-space DPMs. For example, in about 5 minutes of training on a single GPU, our method reduces the FID score from 6.63 to 2.68 on CIFAR10 (7 NFE), and in around 20 minutes, decreases the FID from 8.51 to 5.03 on class-conditional ImageNet-256 (5 NFE). LD3 complements distillation methods, offering a more efficient approach to sampling from pre-trained diffusion models.
Abstract:Despite the significant demand for assistive technology among vulnerable groups (e.g., the elderly, children, and the disabled) in daily tasks, research into advanced AI-driven assistive solutions that genuinely accommodate their diverse needs remains sparse. Traditional human-machine interaction tasks often require machines to simply help without nuanced consideration of human abilities and feelings, such as their opportunity for practice and learning, sense of self-improvement, and self-esteem. Addressing this gap, we define a pivotal and novel challenge Smart Help, which aims to provide proactive yet adaptive support to human agents with diverse disabilities and dynamic goals in various tasks and environments. To establish this challenge, we leverage AI2-THOR to build a new interactive 3D realistic household environment for the Smart Help task. We introduce an innovative opponent modeling module that provides a nuanced understanding of the main agent's capabilities and goals, in order to optimize the assisting agent's helping policy. Rigorous experiments validate the efficacy of our model components and show the superiority of our holistic approach against established baselines. Our findings illustrate the potential of AI-imbued assistive robots in improving the well-being of vulnerable groups.
Abstract: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
Abstract: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