Abstract:Emotion recognition is a critical component of affective computing. Training accurate machine learning models for emotion recognition typically requires a large amount of labeled data. Due to the subtleness and complexity of emotions, multiple evaluators are usually needed for each affective sample to obtain its ground-truth label, which is expensive. To save the labeling cost, this paper proposes an inconsistency-based active learning approach for cross-task transfer between emotion classification and estimation. Affective norms are utilized as prior knowledge to connect the label spaces of categorical and dimensional emotions. Then, the prediction inconsistency on the two tasks for the unlabeled samples is used to guide sample selection in active learning for the target task. Experiments on within-corpus and cross-corpus transfers demonstrated that cross-task inconsistency could be a very valuable metric in active learning. To our knowledge, this is the first work that utilizes prior knowledge on affective norms and data in a different task to facilitate active learning for a new task, even the two tasks are from different datasets.
Abstract:Autonomous agents have become increasingly important for interacting with the real world. Android agents, in particular, have been recently a frequently-mentioned interaction method. However, existing studies for training and evaluating Android agents lack systematic research on both open-source and closed-source models. In this work, we propose AndroidLab as a systematic Android agent framework. It includes an operation environment with different modalities, action space, and a reproducible benchmark. It supports both large language models (LLMs) and multimodal models (LMMs) in the same action space. AndroidLab benchmark includes predefined Android virtual devices and 138 tasks across nine apps built on these devices. By using the AndroidLab environment, we develop an Android Instruction dataset and train six open-source LLMs and LMMs, lifting the average success rates from 4.59\% to 21.50\% for LLMs and from 1.93\% to 13.28\% for LMMs. AndroidLab is open-sourced and publicly available at \url{https://github.com/THUDM/Android-Lab}.
Abstract:We present AutoGLM, a new series in the ChatGLM family, designed to serve as foundation agents for autonomous control of digital devices through Graphical User Interfaces (GUIs). While foundation models excel at acquiring human knowledge, they often struggle with decision-making in dynamic real-world environments, limiting their progress toward artificial general intelligence. This limitation underscores the importance of developing foundation agents capable of learning through autonomous environmental interactions by reinforcing existing models. Focusing on Web Browser and Phone as representative GUI scenarios, we have developed AutoGLM as a practical foundation agent system for real-world GUI interactions. Our approach integrates a comprehensive suite of techniques and infrastructures to create deployable agent systems suitable for user delivery. Through this development, we have derived two key insights: First, the design of an appropriate "intermediate interface" for GUI control is crucial, enabling the separation of planning and grounding behaviors, which require distinct optimization for flexibility and accuracy respectively. Second, we have developed a novel progressive training framework that enables self-evolving online curriculum reinforcement learning for AutoGLM. Our evaluations demonstrate AutoGLM's effectiveness across multiple domains. For web browsing, AutoGLM achieves a 55.2% success rate on VAB-WebArena-Lite (improving to 59.1% with a second attempt) and 96.2% on OpenTable evaluation tasks. In Android device control, AutoGLM attains a 36.2% success rate on AndroidLab (VAB-Mobile) and 89.7% on common tasks in popular Chinese APPs.
Abstract:Current open-vocabulary scene graph generation algorithms highly rely on both 3D scene point cloud data and posed RGB-D images and thus have limited applications in scenarios where RGB-D images or camera poses are not readily available. To solve this problem, we propose Point2Graph, a novel end-to-end point cloud-based 3D open-vocabulary scene graph generation framework in which the requirement of posed RGB-D image series is eliminated. This hierarchical framework contains room and object detection/segmentation and open-vocabulary classification. For the room layer, we leverage the advantage of merging the geometry-based border detection algorithm with the learning-based region detection to segment rooms and create a "Snap-Lookup" framework for open-vocabulary room classification. In addition, we create an end-to-end pipeline for the object layer to detect and classify 3D objects based solely on 3D point cloud data. Our evaluation results show that our framework can outperform the current state-of-the-art (SOTA) open-vocabulary object and room segmentation and classification algorithm on widely used real-scene datasets.
Abstract:Large Multimodal Models (LMMs) have ushered in a new era in artificial intelligence, merging capabilities in both language and vision to form highly capable Visual Foundation Agents. These agents are postulated to excel across a myriad of tasks, potentially approaching general artificial intelligence. However, existing benchmarks fail to sufficiently challenge or showcase the full potential of LMMs in complex, real-world environments. To address this gap, we introduce VisualAgentBench (VAB), a comprehensive and pioneering benchmark specifically designed to train and evaluate LMMs as visual foundation agents across diverse scenarios, including Embodied, Graphical User Interface, and Visual Design, with tasks formulated to probe the depth of LMMs' understanding and interaction capabilities. Through rigorous testing across nine proprietary LMM APIs and eight open models, we demonstrate the considerable yet still developing agent capabilities of these models. Additionally, VAB constructs a trajectory training set constructed through hybrid methods including Program-based Solvers, LMM Agent Bootstrapping, and Human Demonstrations, promoting substantial performance improvements in LMMs through behavior cloning. Our work not only aims to benchmark existing models but also provides a solid foundation for future development into visual foundation agents. Code, train \& test data, and part of fine-tuned open LMMs are available at \url{https://github.com/THUDM/VisualAgentBench}.
Abstract:We introduce ChatGLM, an evolving family of large language models that we have been developing over time. This report primarily focuses on the GLM-4 language series, which includes GLM-4, GLM-4-Air, and GLM-4-9B. They represent our most capable models that are trained with all the insights and lessons gained from the preceding three generations of ChatGLM. To date, the GLM-4 models are pre-trained on ten trillions of tokens mostly in Chinese and English, along with a small set of corpus from 24 languages, and aligned primarily for Chinese and English usage. The high-quality alignment is achieved via a multi-stage post-training process, which involves supervised fine-tuning and learning from human feedback. Evaluations show that GLM-4 1) closely rivals or outperforms GPT-4 in terms of general metrics such as MMLU, GSM8K, MATH, BBH, GPQA, and HumanEval, 2) gets close to GPT-4-Turbo in instruction following as measured by IFEval, 3) matches GPT-4 Turbo (128K) and Claude 3 for long context tasks, and 4) outperforms GPT-4 in Chinese alignments as measured by AlignBench. The GLM-4 All Tools model is further aligned to understand user intent and autonomously decide when and which tool(s) touse -- including web browser, Python interpreter, text-to-image model, and user-defined functions -- to effectively complete complex tasks. In practical applications, it matches and even surpasses GPT-4 All Tools in tasks like accessing online information via web browsing and solving math problems using Python interpreter. Over the course, we have open-sourced a series of models, including ChatGLM-6B (three generations), GLM-4-9B (128K, 1M), GLM-4V-9B, WebGLM, and CodeGeeX, attracting over 10 million downloads on Hugging face in the year 2023 alone. The open models can be accessed through https://github.com/THUDM and https://huggingface.co/THUDM.
Abstract:User representation is crucial for recommendation systems as it helps to deliver personalized recommendations by capturing user preferences and behaviors in low-dimensional vectors. High-quality user embeddings can capture subtle preferences, enable precise similarity calculations, and adapt to changing preferences over time to maintain relevance. The effectiveness of recommendation systems depends significantly on the quality of user embedding. We propose to asynchronously learn high fidelity user embeddings for billions of users each day from sequence based multimodal user activities in Meta platforms through a Transformer-like large scale feature learning module. The async learned user representations embeddings (ALURE) are further converted to user similarity graphs through graph learning and then combined with user realtime activities to retrieval highly related ads candidates for the entire ads delivery system. Our method shows significant gains in both offline and online experiments.
Abstract:As the number of Persons with Disabilities (PWD), particularly those with one or more physical impairments, increases, there is an increasing demand for assistive robotic technologies that can support independent mobility in the built environment and reduce the burden on caregivers. Current assistive mobility platforms (e.g., robotic wheelchairs) often fail to incorporate user preferences and control, leading to reduced trust and efficiency. Existing shared control algorithms do not allow the incorporation of the user control preferences inside the navigation framework or the path planning algorithm. In addition, existing dynamic local planner algorithms for robotic wheelchairs do not take into account the social spaces of people, potentially leading such platforms to infringe upon these areas and cause discomfort. To address these concerns, this work introduces a novel socially-aware shared autonomy-based navigation system for assistive mobile robotic platforms. Our navigation framework comprises a Global Planner and a Local Planner. To implement the Global Planner, the proposed approach introduces a novel User Preference Field (UPF) theory within its global planning framework, explicitly acknowledging user preferences to adeptly navigate away from congested areas. For the Local Planner, we propose a Socially-aware Shared Control-based Model Predictive Control with Dynamic Control Barrier Function (SS-MPC-DCBF) to adjust movements in real-time, integrating user preferences for safer, more autonomous navigation. Evaluation results show that our Global Planner aligns closely with user preferences compared to baselines, and our Local Planner demonstrates enhanced safety and efficiency in dynamic and static scenarios. This integrated approach fosters trust and autonomy, crucial for the acceptance of assistive mobility technologies in the built environment.
Abstract:In this work, we introduce Libra, a prototype model with a decoupled vision system on a large language model (LLM). The decoupled vision system decouples inner-modal modeling and cross-modal interaction, yielding unique visual information modeling and effective cross-modal comprehension. Libra is trained through discrete auto-regressive modeling on both vision and language inputs. Specifically, we incorporate a routed visual expert with a cross-modal bridge module into a pretrained LLM to route the vision and language flows during attention computing to enable different attention patterns in inner-modal modeling and cross-modal interaction scenarios. Experimental results demonstrate that the dedicated design of Libra achieves a strong MLLM baseline that rivals existing works in the image-to-text scenario with merely 50 million training data, providing a new perspective for future multimodal foundation models. Code is available at https://github.com/YifanXu74/Libra.
Abstract:Empowered by the large-scale pretrained language models, existing dialogue systems have demonstrated impressive performance conducting fluent and natural-sounding conversations. However, they are still plagued by the hallucination problem, causing unpredictable factual errors in the generated responses. Recently, knowledge-grounded dialogue generation models, that intentionally invoke external knowledge resources to more informative responses, are also proven to be effective in reducing hallucination. Following the idea of getting high-quality knowledge, a few efforts have achieved pretty good performance on this issue. As some inevitable knowledge noises may also lead to hallucinations, it is emergent to investigate the reason and future directions for building noise-tolerant methods in KGD tasks. In this paper, we analyze the causal story behind this problem with counterfactual reasoning methods. Based on the causal effect analysis, we propose a possible solution for alleviating the hallucination in KGD by exploiting the dialogue-knowledge interaction. Experimental results of our example implementation show that this method can reduce hallucination without disrupting other dialogue performance, while keeping adaptive to different generation models. We hope our efforts can support and call for more attention to developing lightweight techniques towards robust and trusty dialogue systems.