Abstract:Data science and engineering workflows often span multiple stages, from warehousing to orchestration, using tools like BigQuery, dbt, and Airbyte. As vision language models (VLMs) advance in multimodal understanding and code generation, VLM-based agents could potentially automate these workflows by generating SQL queries, Python code, and GUI operations. This automation can improve the productivity of experts while democratizing access to large-scale data analysis. In this paper, we introduce Spider2-V, the first multimodal agent benchmark focusing on professional data science and engineering workflows, featuring 494 real-world tasks in authentic computer environments and incorporating 20 enterprise-level professional applications. These tasks, derived from real-world use cases, evaluate the ability of a multimodal agent to perform data-related tasks by writing code and managing the GUI in enterprise data software systems. To balance realistic simulation with evaluation simplicity, we devote significant effort to developing automatic configurations for task setup and carefully crafting evaluation metrics for each task. Furthermore, we supplement multimodal agents with comprehensive documents of these enterprise data software systems. Our empirical evaluation reveals that existing state-of-the-art LLM/VLM-based agents do not reliably automate full data workflows (14.0% success). Even with step-by-step guidance, these agents still underperform in tasks that require fine-grained, knowledge-intensive GUI actions (16.2%) and involve remote cloud-hosted workspaces (10.6%). We hope that Spider2-V paves the way for autonomous multimodal agents to transform the automation of data science and engineering workflow. Our code and data are available at https://spider2-v.github.io.
Abstract:Autonomous agents that accomplish complex computer tasks with minimal human interventions have the potential to transform human-computer interaction, significantly enhancing accessibility and productivity. However, existing benchmarks either lack an interactive environment or are limited to environments specific to certain applications or domains, failing to reflect the diverse and complex nature of real-world computer use, thereby limiting the scope of tasks and agent scalability. To address this issue, we introduce OSWorld, the first-of-its-kind scalable, real computer environment for multimodal agents, supporting task setup, execution-based evaluation, and interactive learning across various operating systems such as Ubuntu, Windows, and macOS. OSWorld can serve as a unified, integrated computer environment for assessing open-ended computer tasks that involve arbitrary applications. Building upon OSWorld, we create a benchmark of 369 computer tasks involving real web and desktop apps in open domains, OS file I/O, and workflows spanning multiple applications. Each task example is derived from real-world computer use cases and includes a detailed initial state setup configuration and a custom execution-based evaluation script for reliable, reproducible evaluation. Extensive evaluation of state-of-the-art LLM/VLM-based agents on OSWorld reveals significant deficiencies in their ability to serve as computer assistants. While humans can accomplish over 72.36% of the tasks, the best model achieves only 12.24% success, primarily struggling with GUI grounding and operational knowledge. Comprehensive analysis using OSWorld provides valuable insights for developing multimodal generalist agents that were not possible with previous benchmarks. Our code, environment, baseline models, and data are publicly available at https://os-world.github.io.
Abstract:Inspired by the insights in cognitive science with respect to human memory and reasoning mechanism, a novel evolvable LLM-based (Large Language Model) agent framework is proposed as REMEMBERER. By equipping the LLM with a long-term experience memory, REMEMBERER is capable of exploiting the experiences from the past episodes even for different task goals, which excels an LLM-based agent with fixed exemplars or equipped with a transient working memory. We further introduce Reinforcement Learning with Experience Memory (RLEM) to update the memory. Thus, the whole system can learn from the experiences of both success and failure, and evolve its capability without fine-tuning the parameters of the LLM. In this way, the proposed REMEMBERER constitutes a semi-parametric RL agent. Extensive experiments are conducted on two RL task sets to evaluate the proposed framework. The average results with different initialization and training sets exceed the prior SOTA by 4% and 2% for the success rate on two task sets and demonstrate the superiority and robustness of REMEMBERER.
Abstract:The interaction platform plays a crucial role in the recent advancement of the control and decision domains like game playing and embodied intelligence. However, there is still a lack of a satisfactory platform for the information user interface (InfoUI) interaction. The proposed InfoUI comprises not only the plain text information, but the multimodal contents and a few spatial structures with styles as well. To help the research of InfoUI interaction, a novel platform Mobile-Env is presented in this paper. The Mobile-Env platform is designed to be flexible, adaptable, and easily-extended. Based on Mobile-Env, an InfoUI task set is then built for a demonstration and evaluation. An agent based on the large-scale language model (LLM) is tested on the task set. The experiment results demonstrate the great potential of the LLM to do text understanding and matching and, meanwhile, reveal the necessity of a better mechanism of interaction feedback and exploration. Several new discussions are conducted as well. A demo video is available at https://youtu.be/gKV6KZYwxGY. The code repository is available at https://github.com/X-LANCE/Mobile-Env. The proposed WikiHow task set is made public at https://huggingface.co/datasets/zdy023/WikiHow-taskset.
Abstract:Rapid progress and superior performance have been achieved for skeleton-based action recognition recently. In this article, we investigate this problem under a cross-dataset setting, which is a new, pragmatic, and challenging task in real-world scenarios. Following the unsupervised domain adaptation (UDA) paradigm, the action labels are only available on a source dataset, but unavailable on a target dataset in the training stage. Different from the conventional adversarial learning-based approaches for UDA, we utilize a self-supervision scheme to reduce the domain shift between two skeleton-based action datasets. Our inspiration is drawn from Cubism, an art genre from the early 20th century, which breaks and reassembles the objects to convey a greater context. By segmenting and permuting temporal segments or human body parts, we design two self-supervised learning classification tasks to explore the temporal and spatial dependency of a skeleton-based action and improve the generalization ability of the model. We conduct experiments on six datasets for skeleton-based action recognition, including three large-scale datasets (NTU RGB+D, PKU-MMD, and Kinetics) where new cross-dataset settings and benchmarks are established. Extensive results demonstrate that our method outperforms state-of-the-art approaches. The source codes of our model and all the compared methods are available at https://github.com/shanice-l/st-cubism.
Abstract:Web search is an essential way for human to obtain information, but it's still a great challenge for machines to understand the contents of web pages. In this paper, we introduce the task of web-based structural reading comprehension. Given a web page and a question about it, the task is to find an answer from the web page. This task requires a system not only to understand the semantics of texts but also the structure of the web page. Moreover, we proposed WebSRC, a novel Web-based Structural Reading Comprehension dataset. WebSRC consists of 0.44M question-answer pairs, which are collected from 6.5K web pages with corresponding HTML source code, screenshots, and metadata. Each question in WebSRC requires a certain structural understanding of a web page to answer, and the answer is either a text span on the web page or yes/no. We evaluate various strong baselines on our dataset to show the difficulty of our task. We also investigate the usefulness of structural information and visual features. Our dataset and task are publicly available at https://speechlab-sjtu.github.io/WebSRC/.
Abstract:Assessing action quality from videos has attracted growing attention in recent years. Most existing approaches usually tackle this problem based on regression algorithms, which ignore the intrinsic ambiguity in the score labels caused by multiple judges or their subjective appraisals. To address this issue, we propose an uncertainty-aware score distribution learning (USDL) approach for action quality assessment (AQA). Specifically, we regard an action as an instance associated with a score distribution, which describes the probability of different evaluated scores. Moreover, under the circumstance where fine-grained score labels are available (e.g., difficulty degree of an action or multiple scores from different judges), we further devise a multi-path uncertainty-aware score distributions learning (MUSDL) method to explore the disentangled components of a score. We conduct experiments on three AQA datasets containing various Olympic actions and surgical activities, where our approaches set new state-of-the-arts under the Spearman's Rank Correlation.
Abstract:There are substantial instructional videos on the Internet, which enables us to acquire knowledge for completing various tasks. However, most existing datasets for instructional video analysis have the limitations in diversity and scale,which makes them far from many real-world applications where more diverse activities occur. Moreover, it still remains a great challenge to organize and harness such data. To address these problems, we introduce a large-scale dataset called "COIN" for COmprehensive INstructional video analysis. Organized with a hierarchical structure, the COIN dataset contains 11,827 videos of 180 tasks in 12 domains (e.g., vehicles, gadgets, etc.) related to our daily life. With a new developed toolbox, all the videos are annotated effectively with a series of step descriptions and the corresponding temporal boundaries. Furthermore, we propose a simple yet effective method to capture the dependencies among different steps, which can be easily plugged into conventional proposal-based action detection methods for localizing important steps in instructional videos. In order to provide a benchmark for instructional video analysis, we evaluate plenty of approaches on the COIN dataset under different evaluation criteria. We expect the introduction of the COIN dataset will promote the future in-depth research on instructional video analysis for the community.