Abstract:Existing methods have achieved remarkable performance in single image dehazing, particularly on synthetic datasets. However, they often struggle with real-world hazy images due to domain shift, limiting their practical applicability. This paper introduces HazeCLIP, a language-guided adaptation framework designed to enhance the real-world performance of pre-trained dehazing networks. Inspired by the Contrastive Language-Image Pre-training (CLIP) model's ability to distinguish between hazy and clean images, we utilize it to evaluate dehazing results. Combined with a region-specific dehazing technique and tailored prompt sets, CLIP model accurately identifies hazy areas, providing a high-quality, human-like prior that guides the fine-tuning process of pre-trained networks. Extensive experiments demonstrate that HazeCLIP achieves the state-of-the-art performance in real-word image dehazing, evaluated through both visual quality and no-reference quality assessments. The code is available: https://github.com/Troivyn/HazeCLIP .
Abstract:Mental illness remains one of the most critical public health issues, with a significant gap between the available mental health support and patient needs. Many mental health professionals highlight a disconnect between their training and real-world patient interactions, leaving some trainees feeling unprepared and potentially affecting their early career success. In this paper, we propose PATIENT-{\Psi}, a novel patient simulation framework for cognitive behavior therapy (CBT) training. To build PATIENT-{\Psi}, we constructed diverse patient profiles and their corresponding cognitive models based on CBT principles, and then used large language models (LLMs) programmed with the patient cognitive models to act as a simulated therapy patient. We propose an interactive training scheme, PATIENT-{\Psi}-TRAINER, for mental health trainees to practice a key skill in CBT -- formulating the cognitive model of the patient -- through role-playing a therapy session with PATIENT-{\Psi}. To evaluate PATIENT-{\Psi}, we conducted a user study of 4 mental health trainees and 10 experts. The results demonstrate that practice using PATIENT-{\Psi}-TRAINER greatly enhances the perceived skill acquisition and confidence of the trainees beyond existing forms of training such as textbooks, videos, and role-play with non-patients. Based on the experts' perceptions, PATIENT-{\Psi} is perceived to be closer to real patient interactions than GPT-4, and PATIENT-{\Psi}-TRAINER holds strong promise to improve trainee competencies. Our pioneering patient simulation training framework, using LLMs, holds great potential to enhance and advance mental health training, ultimately leading to improved patient care and outcomes. We will release all our data, code, and the training platform.
Abstract:Humans learn social skills through both imitation and social interaction. This social learning process is largely understudied by existing research on building language agents. Motivated by this gap, we propose an interactive learning method, SOTOPIA-$\pi$, improving the social intelligence of language agents. This method leverages behavior cloning and self-reinforcement training on filtered social interaction data according to large language model (LLM) ratings. We show that our training method allows a 7B LLM to reach the social goal completion ability of an expert model (GPT-4-based agent), while improving the safety of language agents and maintaining general QA ability on the MMLU benchmark. We also find that this training paradigm uncovers some difficulties in LLM-based evaluation of social intelligence: LLM-based evaluators overestimate the abilities of the language agents trained specifically for social interaction.
Abstract:Deception and persuasion play a critical role in long-horizon dialogues between multiple parties, especially when the interests, goals, and motivations of the participants are not aligned. Such complex tasks pose challenges for current Large Language Models (LLM) as deception and persuasion can easily mislead them, especially in long-horizon multi-party dialogues. To this end, we explore the game of Avalon: The Resistance, a social deduction game in which players must determine each other's hidden identities to complete their team's objective. We introduce an online testbed and a dataset containing 20 carefully collected and labeled games among human players that exhibit long-horizon deception in a cooperative-competitive setting. We discuss the capabilities of LLMs to utilize deceptive long-horizon conversations between six human players to determine each player's goal and motivation. Particularly, we discuss the multimodal integration of the chat between the players and the game's state that grounds the conversation, providing further insights into the true player identities. We find that even current state-of-the-art LLMs do not reach human performance, making our dataset a compelling benchmark to investigate the decision-making and language-processing capabilities of LLMs. Our dataset and online testbed can be found at our project website: https://sstepput.github.io/Avalon-NLU/