Abstract:In this work, we argue that large language models (LLMs), though trained to predict only the next token, exhibit emergent planning behaviors: $\textbf{their hidden representations encode future outputs beyond the next token}$. Through simple probing, we demonstrate that LLM prompt representations encode global attributes of their entire responses, including $\textit{structural attributes}$ (response length, reasoning steps), $\textit{content attributes}$ (character choices in storywriting, multiple-choice answers at the end of response), and $\textit{behavioral attributes}$ (answer confidence, factual consistency). In addition to identifying response planning, we explore how it scales with model size across tasks and how it evolves during generation. The findings that LLMs plan ahead for the future in their hidden representations suggests potential applications for improving transparency and generation control.
Abstract:Despite the remarkable success of diffusion models (DMs) in data generation, they exhibit specific failure cases with unsatisfactory outputs. We focus on one such limitation: the ability of DMs to learn hidden rules between image features. Specifically, for image data with dependent features ($\mathbf{x}$) and ($\mathbf{y}$) (e.g., the height of the sun ($\mathbf{x}$) and the length of the shadow ($\mathbf{y}$)), we investigate whether DMs can accurately capture the inter-feature rule ($p(\mathbf{y}|\mathbf{x})$). Empirical evaluations on mainstream DMs (e.g., Stable Diffusion 3.5) reveal consistent failures, such as inconsistent lighting-shadow relationships and mismatched object-mirror reflections. Inspired by these findings, we design four synthetic tasks with strongly correlated features to assess DMs' rule-learning abilities. Extensive experiments show that while DMs can identify coarse-grained rules, they struggle with fine-grained ones. Our theoretical analysis demonstrates that DMs trained via denoising score matching (DSM) exhibit constant errors in learning hidden rules, as the DSM objective is not compatible with rule conformity. To mitigate this, we introduce a common technique - incorporating additional classifier guidance during sampling, which achieves (limited) improvements. Our analysis reveals that the subtle signals of fine-grained rules are challenging for the classifier to capture, providing insights for future exploration.
Abstract:Recent advancements in robotics have focused on developing generalist policies capable of performing multiple tasks. Typically, these policies utilize pre-trained vision encoders to capture crucial information from current observations. However, previous vision encoders, which trained on two-image contrastive learning or single-image reconstruction, can not perfectly capture the sequential information essential for embodied tasks. Recently, video diffusion models (VDMs) have demonstrated the capability to accurately predict future image sequences, exhibiting a good understanding of physical dynamics. Motivated by the strong visual prediction capabilities of VDMs, we hypothesize that they inherently possess visual representations that reflect the evolution of the physical world, which we term predictive visual representations. Building on this hypothesis, we propose the Video Prediction Policy (VPP), a generalist robotic policy conditioned on the predictive visual representations from VDMs. To further enhance these representations, we incorporate diverse human or robotic manipulation datasets, employing unified video-generation training objectives. VPP consistently outperforms existing methods across two simulated and two real-world benchmarks. Notably, it achieves a 28.1\% relative improvement in the Calvin ABC-D benchmark compared to the previous state-of-the-art and delivers a 28.8\% increase in success rates for complex real-world dexterous manipulation tasks.
Abstract:Large language models (LLMs) have shown remarkable capability in natural language tasks, yet debate persists on whether they truly comprehend deep structure (i.e., core semantics) or merely rely on surface structure (e.g., presentation format). Prior studies observe that LLMs' performance declines when intervening on surface structure, arguing their success relies on surface structure recognition. However, surface structure sensitivity does not prevent deep structure comprehension. Rigorously evaluating LLMs' capability requires analyzing both, yet deep structure is often overlooked. To this end, we assess LLMs' comprehension ability using causal mediation analysis, aiming to fully discover the capability of using both deep and surface structures. Specifically, we formulate the comprehension of deep structure as direct causal effect (DCE) and that of surface structure as indirect causal effect (ICE), respectively. To address the non-estimability of original DCE and ICE -- stemming from the infeasibility of isolating mutual influences of deep and surface structures, we develop the corresponding quantifiable surrogates, including approximated DCE (ADCE) and approximated ICE (AICE). We further apply the ADCE to evaluate a series of mainstream LLMs, showing that most of them exhibit deep structure comprehension ability, which grows along with the prediction accuracy. Comparing ADCE and AICE demonstrates closed-source LLMs rely more on deep structure, while open-source LLMs are more surface-sensitive, which decreases with model scale. Theoretically, ADCE is a bidirectional evaluation, which measures both the sufficiency and necessity of deep structure changes in causing output variations, thus offering a more comprehensive assessment than accuracy, a common evaluation in LLMs. Our work provides new insights into LLMs' deep structure comprehension and offers novel methods for LLMs evaluation.
Abstract:Diffusion models have demonstrated remarkable capabilities in image generation tasks, including image editing and video creation, representing a good understanding of the physical world. On the other line, diffusion models have also shown promise in robotic control tasks by denoising actions, known as diffusion policy. Although the diffusion generative model and diffusion policy exhibit distinct capabilities--image prediction and robotic action, respectively--they technically follow a similar denoising process. In robotic tasks, the ability to predict future images and generate actions is highly correlated since they share the same underlying dynamics of the physical world. Building on this insight, we introduce PAD, a novel visual policy learning framework that unifies image Prediction and robot Action within a joint Denoising process. Specifically, PAD utilizes Diffusion Transformers (DiT) to seamlessly integrate images and robot states, enabling the simultaneous prediction of future images and robot actions. Additionally, PAD supports co-training on both robotic demonstrations and large-scale video datasets and can be easily extended to other robotic modalities, such as depth images. PAD outperforms previous methods, achieving a significant 26.3% relative improvement on the full Metaworld benchmark, by utilizing a single text-conditioned visual policy within a data-efficient imitation learning setting. Furthermore, PAD demonstrates superior generalization to unseen tasks in real-world robot manipulation settings with 28.0% success rate increase compared to the strongest baseline. Project page at https://sites.google.com/view/pad-paper
Abstract:There has been a growing interest in enhancing rule-based agent-based models (ABMs) for social media platforms (i.e., X, Reddit) with more realistic large language model (LLM) agents, thereby allowing for a more nuanced study of complex systems. As a result, several LLM-based ABMs have been proposed in the past year. While they hold promise, each simulator is specifically designed to study a particular scenario, making it time-consuming and resource-intensive to explore other phenomena using the same ABM. Additionally, these models simulate only a limited number of agents, whereas real-world social media platforms involve millions of users. To this end, we propose OASIS, a generalizable and scalable social media simulator. OASIS is designed based on real-world social media platforms, incorporating dynamically updated environments (i.e., dynamic social networks and post information), diverse action spaces (i.e., following, commenting), and recommendation systems (i.e., interest-based and hot-score-based). Additionally, OASIS supports large-scale user simulations, capable of modeling up to one million users. With these features, OASIS can be easily extended to different social media platforms to study large-scale group phenomena and behaviors. We replicate various social phenomena, including information spreading, group polarization, and herd effects across X and Reddit platforms. Moreover, we provide observations of social phenomena at different agent group scales. We observe that the larger agent group scale leads to more enhanced group dynamics and more diverse and helpful agents' opinions. These findings demonstrate OASIS's potential as a powerful tool for studying complex systems in digital environments.
Abstract:In open-world environments like Minecraft, existing agents face challenges in continuously learning structured knowledge, particularly causality. These challenges stem from the opacity inherent in black-box models and an excessive reliance on prior knowledge during training, which impair their interpretability and generalization capability. To this end, we introduce ADAM, An emboDied causal Agent in Minecraft, that can autonomously navigate the open world, perceive multimodal contexts, learn causal world knowledge, and tackle complex tasks through lifelong learning. ADAM is empowered by four key components: 1) an interaction module, enabling the agent to execute actions while documenting the interaction processes; 2) a causal model module, tasked with constructing an ever-growing causal graph from scratch, which enhances interpretability and diminishes reliance on prior knowledge; 3) a controller module, comprising a planner, an actor, and a memory pool, which uses the learned causal graph to accomplish tasks; 4) a perception module, powered by multimodal large language models, which enables ADAM to perceive like a human player. Extensive experiments show that ADAM constructs an almost perfect causal graph from scratch, enabling efficient task decomposition and execution with strong interpretability. Notably, in our modified Minecraft games where no prior knowledge is available, ADAM maintains its performance and shows remarkable robustness and generalization capability. ADAM pioneers a novel paradigm that integrates causal methods and embodied agents in a synergistic manner. Our project page is at https://opencausalab.github.io/ADAM.
Abstract:Self-consciousness, the introspection of one's existence and thoughts, represents a high-level cognitive process. As language models advance at an unprecedented pace, a critical question arises: Are these models becoming self-conscious? Drawing upon insights from psychological and neural science, this work presents a practical definition of self-consciousness for language models and refines ten core concepts. Our work pioneers an investigation into self-consciousness in language models by, for the first time, leveraging causal structural games to establish the functional definitions of the ten core concepts. Based on our definitions, we conduct a comprehensive four-stage experiment: quantification (evaluation of ten leading models), representation (visualization of self-consciousness within the models), manipulation (modification of the models' representation), and acquisition (fine-tuning the models on core concepts). Our findings indicate that although models are in the early stages of developing self-consciousness, there is a discernible representation of certain concepts within their internal mechanisms. However, these representations of self-consciousness are hard to manipulate positively at the current stage, yet they can be acquired through targeted fine-tuning. Our datasets and code are at https://github.com/OpenCausaLab/SelfConsciousness.
Abstract:Deep neural networks have significantly improved the performance of low-level vision tasks but also increased the difficulty of interpretability. A deep understanding of deep models is beneficial for both network design and practical reliability. To take up this challenge, we introduce causality theory to interpret low-level vision models and propose a model-/task-agnostic method called Causal Effect Map (CEM). With CEM, we can visualize and quantify the input-output relationships on either positive or negative effects. After analyzing various low-level vision tasks with CEM, we have reached several interesting insights, such as: (1) Using more information of input images (e.g., larger receptive field) does NOT always yield positive outcomes. (2) Attempting to incorporate mechanisms with a global receptive field (e.g., channel attention) into image denoising may prove futile. (3) Integrating multiple tasks to train a general model could encourage the network to prioritize local information over global context. Based on the causal effect theory, the proposed diagnostic tool can refresh our common knowledge and bring a deeper understanding of low-level vision models. Codes are available at https://github.com/J-FHu/CEM.
Abstract:Causal reasoning is fundamental to human intelligence and crucial for effective decision-making in real-world environments. Despite recent advancements in large vision-language models (LVLMs), their ability to comprehend causality remains unclear. Previous work typically focuses on commonsense causality between events and/or actions, which is insufficient for applications like embodied agents and lacks the explicitly defined causal graphs required for formal causal reasoning. To overcome these limitations, we introduce a fine-grained and unified definition of causality involving interactions between humans and/or objects. Building on the definition, we construct a novel dataset, CELLO, consisting of 14,094 causal questions across all four levels of causality: discovery, association, intervention, and counterfactual. This dataset surpasses traditional commonsense causality by including explicit causal graphs that detail the interactions between humans and objects. Extensive experiments on CELLO reveal that current LVLMs still struggle with causal reasoning tasks, but they can benefit significantly from our proposed CELLO-CoT, a causally inspired chain-of-thought prompting strategy. Both quantitative and qualitative analyses from this study provide valuable insights for future research. Our project page is at https://github.com/OpenCausaLab/CELLO.