Abstract:Decision-making in long-tail scenarios is crucial to autonomous driving development, with realistic and challenging simulations playing a pivotal role in testing safety-critical situations. However, the current open-source datasets do not systematically include long-tail distributed scenario data, making acquiring such scenarios a formidable task. To address this problem, a data mining framework is proposed, which performs in-depth analysis on two widely-used datasets, NGSIM and INTERACTION, to pinpoint data with hazardous behavioral traits, aiming to bridge the gap in these overlooked scenarios. The approach utilizes Generative Adversarial Imitation Learning (GAIL) based on an enhanced Proximal Policy Optimization (PPO) model, integrated with the vehicle's environmental analysis, to iteratively refine and represent the newly generated vehicle trajectory. Innovatively, the solution optimizes the generation of adversarial scenario data from the perspectives of sensitivity and reasonable adversarial. It is demonstrated through experiments that, compared to the unfiltered data and baseline models, the approach exhibits more adversarial yet natural behavior regarding collision rate, acceleration, and lane changes, thereby validating its suitability for generating scenario data and providing constructive insights for the development of future scenarios and subsequent decision training.
Abstract:This paper introduces a novel dataset REGEN (Reviews Enhanced with GEnerative Narratives), designed to benchmark the conversational capabilities of recommender Large Language Models (LLMs), addressing the limitations of existing datasets that primarily focus on sequential item prediction. REGEN extends the Amazon Product Reviews dataset by inpainting two key natural language features: (1) user critiques, representing user "steering" queries that lead to the selection of a subsequent item, and (2) narratives, rich textual outputs associated with each recommended item taking into account prior context. The narratives include product endorsements, purchase explanations, and summaries of user preferences. Further, we establish an end-to-end modeling benchmark for the task of conversational recommendation, where models are trained to generate both recommendations and corresponding narratives conditioned on user history (items and critiques). For this joint task, we introduce a modeling framework LUMEN (LLM-based Unified Multi-task Model with Critiques, Recommendations, and Narratives) which uses an LLM as a backbone for critiquing, retrieval and generation. We also evaluate the dataset's quality using standard auto-rating techniques and benchmark it by training both traditional and LLM-based recommender models. Our results demonstrate that incorporating critiques enhances recommendation quality by enabling the recommender to learn language understanding and integrate it with recommendation signals. Furthermore, LLMs trained on our dataset effectively generate both recommendations and contextual narratives, achieving performance comparable to state-of-the-art recommenders and language models.
Abstract:Modern music retrieval systems often rely on fixed representations of user preferences, limiting their ability to capture users' diverse and uncertain retrieval needs. To address this limitation, we introduce Diff4Steer, a novel generative retrieval framework that employs lightweight diffusion models to synthesize diverse seed embeddings from user queries that represent potential directions for music exploration. Unlike deterministic methods that map user query to a single point in embedding space, Diff4Steer provides a statistical prior on the target modality (audio) for retrieval, effectively capturing the uncertainty and multi-faceted nature of user preferences. Furthermore, Diff4Steer can be steered by image or text inputs, enabling more flexible and controllable music discovery combined with nearest neighbor search. Our framework outperforms deterministic regression methods and LLM-based generative retrieval baseline in terms of retrieval and ranking metrics, demonstrating its effectiveness in capturing user preferences, leading to more diverse and relevant recommendations. Listening examples are available at tinyurl.com/diff4steer.
Abstract:The content of visual and audio scenes is multi-faceted such that a video can be paired with various audio and vice-versa. Thereby, in video-to-audio generation task, it is imperative to introduce steering approaches for controlling the generated audio. While Video-to-Audio generation is a well-established generative task, existing methods lack such controllability. In this work, we propose VATT, a multi-modal generative framework that takes a video and an optional text prompt as input, and generates audio and optional textual description of the audio. Such a framework has two advantages: i) Video-to-Audio generation process can be refined and controlled via text which complements the context of visual information, and ii) The model can suggest what audio to generate for the video by generating audio captions. VATT consists of two key modules: VATT Converter, a LLM that is fine-tuned for instructions and includes a projection layer that maps video features to the LLM vector space; and VATT Audio, a transformer that generates audio tokens from visual frames and from optional text prompt using iterative parallel decoding. The audio tokens are converted to a waveform by pretrained neural codec. Experiments show that when VATT is compared to existing video-to-audio generation methods in objective metrics, it achieves competitive performance when the audio caption is not provided. When the audio caption is provided as a prompt, VATT achieves even more refined performance (lowest KLD score of 1.41). Furthermore, subjective studies show that VATT Audio has been chosen as preferred generated audio than audio generated by existing methods. VATT enables controllable video-to-audio generation through text as well as suggesting text prompts for videos through audio captions, unlocking novel applications such as text-guided video-to-audio generation and video-to-audio captioning.
Abstract:The recent advances in Large Language Model's generation and reasoning capabilities present an opportunity to develop truly conversational recommendation systems. However, effectively integrating recommender system knowledge into LLMs for natural language generation which is tailored towards recommendation tasks remains a challenge. This paper addresses this challenge by making two key contributions. First, we introduce a new dataset (REGEN) for natural language generation tasks in conversational recommendations. REGEN (Reviews Enhanced with GEnerative Narratives) extends the Amazon Product Reviews dataset with rich user narratives, including personalized explanations of product preferences, product endorsements for recommended items, and summaries of user purchase history. REGEN is made publicly available to facilitate further research. Furthermore, we establish benchmarks using well-known generative metrics, and perform an automated evaluation of the new dataset using a rater LLM. Second, the paper introduces a fusion architecture (CF model with an LLM) which serves as a baseline for REGEN. And to the best of our knowledge, represents the first attempt to analyze the capabilities of LLMs in understanding recommender signals and generating rich narratives. We demonstrate that LLMs can effectively learn from simple fusion architectures utilizing interaction-based CF embeddings, and this can be further enhanced using the metadata and personalization data associated with items. Our experiments show that combining CF and content embeddings leads to improvements of 4-12% in key language metrics compared to using either type of embedding individually. We also provide an analysis to interpret how CF and content embeddings contribute to this new generative task.
Abstract:We introduce UniMuMo, a unified multimodal model capable of taking arbitrary text, music, and motion data as input conditions to generate outputs across all three modalities. To address the lack of time-synchronized data, we align unpaired music and motion data based on rhythmic patterns to leverage existing large-scale music-only and motion-only datasets. By converting music, motion, and text into token-based representation, our model bridges these modalities through a unified encoder-decoder transformer architecture. To support multiple generation tasks within a single framework, we introduce several architectural improvements. We propose encoding motion with a music codebook, mapping motion into the same feature space as music. We introduce a music-motion parallel generation scheme that unifies all music and motion generation tasks into a single transformer decoder architecture with a single training task of music-motion joint generation. Moreover, the model is designed by fine-tuning existing pre-trained single-modality models, significantly reducing computational demands. Extensive experiments demonstrate that UniMuMo achieves competitive results on all unidirectional generation benchmarks across music, motion, and text modalities. Quantitative results are available in the \href{https://hanyangclarence.github.io/unimumo_demo/}{project page}.
Abstract:Video encompasses both visual and auditory data, creating a perceptually rich experience where these two modalities complement each other. As such, videos are a valuable type of media for the investigation of the interplay between audio and visual elements. Previous studies of audio-visual modalities primarily focused on either audio-visual representation learning or generative modeling of a modality conditioned on the other, creating a disconnect between these two branches. A unified framework that learns representation and generates modalities has not been developed yet. In this work, we introduce a novel framework called Vision to Audio and Beyond (VAB) to bridge the gap between audio-visual representation learning and vision-to-audio generation. The key approach of VAB is that rather than working with raw video frames and audio data, VAB performs representation learning and generative modeling within latent spaces. In particular, VAB uses a pre-trained audio tokenizer and an image encoder to obtain audio tokens and visual features, respectively. It then performs the pre-training task of visual-conditioned masked audio token prediction. This training strategy enables the model to engage in contextual learning and simultaneous video-to-audio generation. After the pre-training phase, VAB employs the iterative-decoding approach to rapidly generate audio tokens conditioned on visual features. Since VAB is a unified model, its backbone can be fine-tuned for various audio-visual downstream tasks. Our experiments showcase the efficiency of VAB in producing high-quality audio from video, and its capability to acquire semantic audio-visual features, leading to competitive results in audio-visual retrieval and classification.
Abstract:The field of medical image segmentation is challenged by domain generalization (DG) due to domain shifts in clinical datasets. The DG challenge is exacerbated by the scarcity of medical data and privacy concerns. Traditional single-source domain generalization (SSDG) methods primarily rely on stacking data augmentation techniques to minimize domain discrepancies. In this paper, we propose Random Amplitude Spectrum Synthesis (RASS) as a training augmentation for medical images. RASS enhances model generalization by simulating distribution changes from a frequency perspective. This strategy introduces variability by applying amplitude-dependent perturbations to ensure broad coverage of potential domain variations. Furthermore, we propose random mask shuffle and reconstruction components, which can enhance the ability of the backbone to process structural information and increase resilience intra- and cross-domain changes. The proposed Random Amplitude Spectrum Synthesis for Single-Source Domain Generalization (RAS^4DG) is validated on 3D fetal brain images and 2D fundus photography, and achieves an improved DG segmentation performance compared to other SSDG models.
Abstract:Generating high quality music that complements the visual content of a video is a challenging task. Most existing visual conditioned music generation systems generate symbolic music data, such as MIDI files, instead of raw audio waveform. Given the limited availability of symbolic music data, such methods can only generate music for a few instruments or for specific types of visual input. In this paper, we propose a novel approach called V2Meow that can generate high-quality music audio that aligns well with the visual semantics of a diverse range of video input types. Specifically, the proposed music generation system is a multi-stage autoregressive model which is trained with a number of O(100K) music audio clips paired with video frames, which are mined from in-the-wild music videos, and no parallel symbolic music data is involved. V2Meow is able to synthesize high-fidelity music audio waveform solely conditioned on pre-trained visual features extracted from an arbitrary silent video clip, and it also allows high-level control over the music style of generation examples via supporting text prompts in addition to the video frames conditioning. Through both qualitative and quantitative evaluations, we demonstrate that our model outperforms several existing music generation systems in terms of both visual-audio correspondence and audio quality.
Abstract:Modeling sounds emitted from physical object interactions is critical for immersive perceptual experiences in real and virtual worlds. Traditional methods of impact sound synthesis use physics simulation to obtain a set of physics parameters that could represent and synthesize the sound. However, they require fine details of both the object geometries and impact locations, which are rarely available in the real world and can not be applied to synthesize impact sounds from common videos. On the other hand, existing video-driven deep learning-based approaches could only capture the weak correspondence between visual content and impact sounds since they lack of physics knowledge. In this work, we propose a physics-driven diffusion model that can synthesize high-fidelity impact sound for a silent video clip. In addition to the video content, we propose to use additional physics priors to guide the impact sound synthesis procedure. The physics priors include both physics parameters that are directly estimated from noisy real-world impact sound examples without sophisticated setup and learned residual parameters that interpret the sound environment via neural networks. We further implement a novel diffusion model with specific training and inference strategies to combine physics priors and visual information for impact sound synthesis. Experimental results show that our model outperforms several existing systems in generating realistic impact sounds. More importantly, the physics-based representations are fully interpretable and transparent, thus enabling us to perform sound editing flexibly.