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CoVLA: Comprehensive Vision-Language-Action Dataset for Autonomous Driving

Autonomous driving, particularly navigating complex and unanticipated scenarios, demands sophisticated reasoning and planning capabilities. While Multi-modal Large Language Models (MLLMs) offer a promising avenue for this, their use has been largely confined to understanding complex environmental contexts or generating high-level driving commands, with few studies extending their application to end-to-end path planning. A major research bottleneck is the lack of large-scale annotated datasets encompassing vision, language, and action. To address this issue, we propose CoVLA (Comprehensive Vision-Language-Action) Dataset, an extensive dataset comprising real-world driving videos spanning more than 80 hours. This dataset leverages a novel, scalable approach based on automated data processing and a caption generation pipeline to generate accurate driving trajectories paired with detailed natural language descriptions of driving environments and maneuvers. This approach utilizes raw in-vehicle sensor data, allowing it to surpass existing datasets in scale and annotation richness. Using CoVLA, we investigate the driving capabilities of MLLMs that can handle vision, language, and action in a variety of driving scenarios. Our results illustrate the strong proficiency of our model in generating coherent language and action outputs, emphasizing the potential of Vision-Language-Action (VLA) models in the field of autonomous driving. This dataset establishes a framework for robust, interpretable, and data-driven autonomous driving systems by providing a comprehensive platform for training and evaluating VLA models, contributing to safer and more reliable self-driving vehicles. The dataset is released for academic purpose.

EgoVid-5M: A Large-Scale Video-Action Dataset for Egocentric Video Generation

Video generation has emerged as a promising tool for world simulation, leveraging visual data to replicate real-world environments. Within this context, egocentric video generation, which centers on the human perspective, holds significant potential for enhancing applications in virtual reality, augmented reality, and gaming. However, the generation of egocentric videos presents substantial challenges due to the dynamic nature of egocentric viewpoints, the intricate diversity of actions, and the complex variety of scenes encountered. Existing datasets are inadequate for addressing these challenges effectively. To bridge this gap, we present EgoVid-5M, the first high-quality dataset specifically curated for egocentric video generation. EgoVid-5M encompasses 5 million egocentric video clips and is enriched with detailed action annotations, including fine-grained kinematic control and high-level textual descriptions. To ensure the integrity and usability of the dataset, we implement a sophisticated data cleaning pipeline designed to maintain frame consistency, action coherence, and motion smoothness under egocentric conditions. Furthermore, we introduce EgoDreamer, which is capable of generating egocentric videos driven simultaneously by action descriptions and kinematic control signals. The EgoVid-5M dataset, associated action annotations, and all data cleansing metadata will be released for the advancement of research in egocentric video generation.

Balanced Representation Learning for Long-tailed Skeleton-based Action Recognition

Skeleton-based action recognition has recently made significant progress. However, data imbalance is still a great challenge in real-world scenarios. The performance of current action recognition algorithms declines sharply when training data suffers from heavy class imbalance. The imbalanced data actually degrades the representations learned by these methods and becomes the bottleneck for action recognition. How to learn unbiased representations from imbalanced action data is the key to long-tailed action recognition. In this paper, we propose a novel balanced representation learning method to address the long-tailed problem in action recognition. Firstly, a spatial-temporal action exploration strategy is presented to expand the sample space effectively, generating more valuable samples in a rebalanced manner. Secondly, we design a detached action-aware learning schedule to further mitigate the bias in the representation space. The schedule detaches the representation learning of tail classes from training and proposes an action-aware loss to impose more effective constraints. Additionally, a skip-modal representation is proposed to provide complementary structural information. The proposed method is validated on four skeleton datasets, NTU RGB+D 60, NTU RGB+D 120, NW-UCLA, and Kinetics. It not only achieves consistently large improvement compared to the state-of-the-art (SOTA) methods, but also demonstrates a superior generalization capacity through extensive experiments. Our code is available at https://github.com/firework8/BRL.

GUI Action Narrator: Where and When Did That Action Take Place?

The advent of Multimodal LLMs has significantly enhanced image OCR recognition capabilities, making GUI automation a viable reality for increasing efficiency in digital tasks. One fundamental aspect of developing a GUI automation system is understanding primitive GUI actions. This comprehension is crucial as it enables agents to learn from user demonstrations, an essential element of automation. To rigorously evaluate such capabilities, we developed a video captioning benchmark for GUI actions, comprising 4,189 diverse video captioning samples. This task presents unique challenges compared to natural scene video captioning: 1) GUI screenshots typically contain denser information than natural scenes, and 2) events within GUIs are subtler and occur more rapidly, requiring precise attention to the appropriate time span and spatial region for accurate understanding. To address these challenges, we introduce our GUI action dataset Act2Cap as well as a simple yet effective framework, GUI Narrator, for GUI video captioning that utilizes the cursor as a visual prompt to enhance the interpretation of high-resolution screenshots. Specifically, a cursor detector is trained on our dataset, and a multimodal LLM model with mechanisms for selecting keyframes and key regions generates the captions. Experimental results indicate that even for today's most advanced multimodal models, such as GPT-4o, the task remains highly challenging. Additionally, our evaluations show that our strategy effectively enhances model performance, whether integrated into the fine-tuning of open-source models or employed as a prompting strategy in closed-source models.

GAIA: Rethinking Action Quality Assessment for AI-Generated Videos

Assessing action quality is both imperative and challenging due to its significant impact on the quality of AI-generated videos, further complicated by the inherently ambiguous nature of actions within AI-generated video (AIGV). Current action quality assessment (AQA) algorithms predominantly focus on actions from real specific scenarios and are pre-trained with normative action features, thus rendering them inapplicable in AIGVs. To address these problems, we construct GAIA, a Generic AI-generated Action dataset, by conducting a large-scale subjective evaluation from a novel causal reasoning-based perspective, resulting in 971,244 ratings among 9,180 video-action pairs. Based on GAIA, we evaluate a suite of popular text-to-video (T2V) models on their ability to generate visually rational actions, revealing their pros and cons on different categories of actions. We also extend GAIA as a testbed to benchmark the AQA capacity of existing automatic evaluation methods. Results show that traditional AQA methods, action-related metrics in recent T2V benchmarks, and mainstream video quality methods perform poorly with an average SRCC of 0.454, 0.191, and 0.519, respectively, indicating a sizable gap between current models and human action perception patterns in AIGVs. Our findings underscore the significance of action quality as a unique perspective for studying AIGVs and can catalyze progress towards methods with enhanced capacities for AQA in AIGVs.

How to Build a Pre-trained Multimodal model for Simultaneously Chatting and Decision-making?

Existing large pre-trained models typically map text input to text output in an end-to-end manner, such as ChatGPT, or map a segment of text input to a hierarchy of action decisions, such as OpenVLA. However, humans can simultaneously generate text and actions when receiving specific input signals. For example, a driver can make precise driving decisions while conversing with a friend in the passenger seat. Motivated by this observation, we consider the following question in this work: is it possible to construct a pre-trained model that can provide both language interaction and precise decision-making capabilities in dynamic open scenarios. We provide a definitive answer to this question by developing a new model architecture termed Visual Language Action model for Chatting and Decision Making (VLA4CD), and further demonstrating its performance in challenging autonomous driving tasks. Specifically, we leverage LoRA to fine-tune a pre-trained LLM with data of multiple modalities covering language, visual, and action. Unlike the existing LoRA operations used for LLM fine-tuning, we have designed new computational modules and training cost functions for VLA4CD. These designs enable VLA4CD to provide continuous-valued action decisions while outputting text responses. In contrast, existing LLMs can only output text responses, and current VLA models can only output action decisions. Moreover, these VLA models handle action data by discretizing and then tokenizing the discretized actions, a method unsuitable for complex decision-making tasks involving high-dimensional continuous-valued action vectors, such as autonomous driving. The experimental results on CARLA validate that: (1) our proposed model construction method is effective; (2) compared to the SOTA VLA model, VLA4CD can provide more accurate real-time decision-making while retaining the text interaction capability inherent to LLMs.

MobileAgent: enhancing mobile control via human-machine interaction and SOP integration

Agents centered around Large Language Models (LLMs) are now capable of automating mobile device operations for users. After fine-tuning to learn a user's mobile operations, these agents can adhere to high-level user instructions online. They execute tasks such as goal decomposition, sequencing of sub-goals, and interactive environmental exploration, until the final objective is achieved. However, privacy concerns related to personalized user data arise during mobile operations, requiring user confirmation. Moreover, users' real-world operations are exploratory, with action data being complex and redundant, posing challenges for agent learning. To address these issues, in our practical application, we have designed interactive tasks between agents and humans to identify sensitive information and align with personalized user needs. Additionally, we integrated Standard Operating Procedure (SOP) information within the model's in-context learning to enhance the agent's comprehension of complex task execution. Our approach is evaluated on the new device control benchmark AitW, which encompasses 30K unique instructions across multi-step tasks, including application operation, web searching, and web shopping. Experimental results show that the SOP-based agent achieves state-of-the-art performance in LLMs without incurring additional inference costs, boasting an overall action success rate of 66.92\%. The code and data examples are available at https://github.com/alipay/mobile-agent.

Thought Cloning: Learning to Think while Acting by Imitating Human Thinking

Language is often considered a key aspect of human thinking, providing us with exceptional abilities to generalize, explore, plan, replan, and adapt to new situations. However, Reinforcement Learning (RL) agents are far from human-level performance in any of these abilities. We hypothesize one reason for such cognitive deficiencies is that they lack the benefits of thinking in language and that we can improve AI agents by training them to think like humans do. We introduce a novel Imitation Learning framework, Thought Cloning, where the idea is to not just clone the behaviors of human demonstrators, but also the thoughts humans have as they perform these behaviors. While we expect Thought Cloning to truly shine at scale on internet-sized datasets of humans thinking out loud while acting (e.g. online videos with transcripts), here we conduct experiments in a domain where the thinking and action data are synthetically generated. Results reveal that Thought Cloning learns much faster than Behavioral Cloning and its performance advantage grows the further out of distribution test tasks are, highlighting its ability to better handle novel situations. Thought Cloning also provides important benefits for AI Safety and Interpretability, and makes it easier to debug and improve AI. Because we can observe the agent's thoughts, we can (1) more easily diagnose why things are going wrong, making it easier to fix the problem, (2) steer the agent by correcting its thinking, or (3) prevent it from doing unsafe things it plans to do. Overall, by training agents how to think as well as behave, Thought Cloning creates safer, more powerful agents.

MotionBank: A Large-scale Video Motion Benchmark with Disentangled Rule-based Annotations

In this paper, we tackle the problem of how to build and benchmark a large motion model (LMM). The ultimate goal of LMM is to serve as a foundation model for versatile motion-related tasks, e.g., human motion generation, with interpretability and generalizability. Though advanced, recent LMM-related works are still limited by small-scale motion data and costly text descriptions. Besides, previous motion benchmarks primarily focus on pure body movements, neglecting the ubiquitous motions in context, i.e., humans interacting with humans, objects, and scenes. To address these limitations, we consolidate large-scale video action datasets as knowledge banks to build MotionBank, which comprises 13 video action datasets, 1.24M motion sequences, and 132.9M frames of natural and diverse human motions. Different from laboratory-captured motions, in-the-wild human-centric videos contain abundant motions in context. To facilitate better motion text alignment, we also meticulously devise a motion caption generation algorithm to automatically produce rule-based, unbiased, and disentangled text descriptions via the kinematic characteristics for each motion. Extensive experiments show that our MotionBank is beneficial for general motion-related tasks of human motion generation, motion in-context generation, and motion understanding. Video motions together with the rule-based text annotations could serve as an efficient alternative for larger LMMs. Our dataset, codes, and benchmark will be publicly available at https://github.com/liangxuy/MotionBank.

Hugging Rain Man: A Novel Facial Action Units Dataset for Analyzing Atypical Facial Expressions in Children with Autism Spectrum Disorder

Children with Autism Spectrum Disorder (ASD) often exhibit atypical facial expressions. However, the specific objective facial features that underlie this subjective perception remain unclear. In this paper, we introduce a novel dataset, Hugging Rain Man (HRM), which includes facial action units (AUs) manually annotated by FACS experts for both children with ASD and typical development (TD). The dataset comprises a rich collection of posed and spontaneous facial expressions, totaling approximately 130,000 frames, along with 22 AUs, 10 Action Descriptors (ADs), and atypicality ratings. A statistical analysis of static images from the HRM reveals significant differences between the ASD and TD groups across multiple AUs and ADs when displaying the same emotional expressions, confirming that participants with ASD tend to demonstrate more irregular and diverse expression patterns. Subsequently, a temporal regression method was presented to analyze atypicality of dynamic sequences, thereby bridging the gap between subjective perception and objective facial characteristics. Furthermore, baseline results for AU detection are provided for future research reference. This work not only contributes to our understanding of the unique facial expression characteristics associated with ASD but also provides potential tools for ASD early screening. Portions of the dataset, features, and pretrained models are accessible at: https://github.com/Jonas-DL/Hugging-Rain-Man.

Class Semantics-based Attention for Action Detection

Action localization networks are often structured as a feature encoder sub-network and a localization sub-network, where the feature encoder learns to transform an input video to features that are useful for the localization sub-network to generate reliable action proposals. While some of the encoded features may be more useful for generating action proposals, prior action localization approaches do not include any attention mechanism that enables the localization sub-network to attend more to the more important features. In this paper, we propose a novel attention mechanism, the Class Semantics-based Attention (CSA), that learns from the temporal distribution of semantics of action classes present in an input video to find the importance scores of the encoded features, which are used to provide attention to the more useful encoded features. We demonstrate on two popular action detection datasets that incorporating our novel attention mechanism provides considerable performance gains on competitive action detection models (e.g., around 6.2% improvement over BMN action detection baseline to obtain 47.5% mAP on the THUMOS-14 dataset), and a new state-of-the-art of 36.25% mAP on the ActivityNet v1.3 dataset. Further, the CSA localization model family which includes BMN-CSA, was part of the second-placed submission at the 2021 ActivityNet action localization challenge. Our attention mechanism outperforms prior self-attention modules such as the squeeze-and-excitation in action detection task. We also observe that our attention mechanism is complementary to such self-attention modules in that performance improvements are seen when both are used together.

$A^2$Nav: Action-Aware Zero-Shot Robot Navigation by Exploiting Vision-and-Language Ability of Foundation Models

We study the task of zero-shot vision-and-language navigation (ZS-VLN), a practical yet challenging problem in which an agent learns to navigate following a path described by language instructions without requiring any path-instruction annotation data. Normally, the instructions have complex grammatical structures and often contain various action descriptions (e.g., "proceed beyond", "depart from"). How to correctly understand and execute these action demands is a critical problem, and the absence of annotated data makes it even more challenging. Note that a well-educated human being can easily understand path instructions without the need for any special training. In this paper, we propose an action-aware zero-shot VLN method (A^2Nav) by exploiting the vision-and-language ability of foundation models. Specifically, the proposed method consists of an instruction parser and an action-aware navigation policy. The instruction parser utilizes the advanced reasoning ability of large language models (e.g., GPT-3) to decompose complex navigation instructions into a sequence of action-specific object navigation sub-tasks. Each sub-task requires the agent to localize the object and navigate to a specific goal position according to the associated action demand. To accomplish these sub-tasks, an action-aware navigation policy is learned from freely collected action-specific datasets that reveal distinct characteristics of each action demand. We use the learned navigation policy for executing sub-tasks sequentially to follow the navigation instruction. Extensive experiments show A^2Nav achieves promising ZS-VLN performance and even surpasses the supervised learning methods on R2R-Habitat and RxR-Habitat datasets.

FROSTER: Frozen CLIP Is A Strong Teacher for Open-Vocabulary Action Recognition

In this paper, we introduce FROSTER, an effective framework for open-vocabulary action recognition. The CLIP model has achieved remarkable success in a range of image-based tasks, benefiting from its strong generalization capability stemming from pretaining on massive image-text pairs. However, applying CLIP directly to the open-vocabulary action recognition task is challenging due to the absence of temporal information in CLIP's pretraining. Further, fine-tuning CLIP on action recognition datasets may lead to overfitting and hinder its generalizability, resulting in unsatisfactory results when dealing with unseen actions. To address these issues, FROSTER employs a residual feature distillation approach to ensure that CLIP retains its generalization capability while effectively adapting to the action recognition task. Specifically, the residual feature distillation treats the frozen CLIP model as a teacher to maintain the generalizability exhibited by the original CLIP and supervises the feature learning for the extraction of video-specific features to bridge the gap between images and videos. Meanwhile, it uses a residual sub-network for feature distillation to reach a balance between the two distinct objectives of learning generalizable and video-specific features. We extensively evaluate FROSTER on open-vocabulary action recognition benchmarks under both base-to-novel and cross-dataset settings. FROSTER consistently achieves state-of-the-art performance on all datasets across the board. Project page: https://visual-ai.github.io/froster.

SpikePoint: An Efficient Point-based Spiking Neural Network for Event Cameras Action Recognition

Event cameras are bio-inspired sensors that respond to local changes in light intensity and feature low latency, high energy efficiency, and high dynamic range. Meanwhile, Spiking Neural Networks (SNNs) have gained significant attention due to their remarkable efficiency and fault tolerance. By synergistically harnessing the energy efficiency inherent in event cameras and the spike-based processing capabilities of SNNs, their integration could enable ultra-low-power application scenarios, such as action recognition tasks. However, existing approaches often entail converting asynchronous events into conventional frames, leading to additional data mapping efforts and a loss of sparsity, contradicting the design concept of SNNs and event cameras. To address this challenge, we propose SpikePoint, a novel end-to-end point-based SNN architecture. SpikePoint excels at processing sparse event cloud data, effectively extracting both global and local features through a singular-stage structure. Leveraging the surrogate training method, SpikePoint achieves high accuracy with few parameters and maintains low power consumption, specifically employing the identity mapping feature extractor on diverse datasets. SpikePoint achieves state-of-the-art (SOTA) performance on four event-based action recognition datasets using only 16 timesteps, surpassing other SNN methods. Moreover, it also achieves SOTA performance across all methods on three datasets, utilizing approximately 0.3\% of the parameters and 0.5\% of power consumption employed by artificial neural networks (ANNs). These results emphasize the significance of Point Cloud and pave the way for many ultra-low-power event-based data processing applications.

Learning from Weakly-labeled Web Videos via Exploring Sub-Concepts

Learning visual knowledge from massive weakly-labeled web videos has attracted growing research interests thanks to the large corpus of easily accessible video data on the Internet. However, for video action recognition, the action of interest might only exist in arbitrary clips of untrimmed web videos, resulting in high label noises in the temporal space. To address this issue, we introduce a new method for pre-training video action recognition models using queried web videos. Instead of trying to filter out, we propose to convert the potential noises in these queried videos to useful supervision signals by defining the concept of Sub-Pseudo Label (SPL). Specifically, SPL spans out a new set of meaningful "middle ground" label space constructed by extrapolating the original weak labels during video querying and the prior knowledge distilled from a teacher model. Consequently, SPL provides enriched supervision for video models to learn better representations. SPL is fairly simple and orthogonal to popular teacher-student self-training frameworks without extra training cost. We validate the effectiveness of our method on four video action recognition datasets and a weakly-labeled image dataset to study the generalization ability. Experiments show that SPL outperforms several existing pre-training strategies using pseudo-labels and the learned representations lead to competitive results when fine-tuning on HMDB-51 and UCF-101 compared with recent pre-training methods.

Moto: Latent Motion Token as the Bridging Language for Robot Manipulation

Recent developments in Large Language Models pre-trained on extensive corpora have shown significant success in various natural language processing tasks with minimal fine-tuning. This success offers new promise for robotics, which has long been constrained by the high cost of action-labeled data. We ask: given the abundant video data containing interaction-related knowledge available as a rich "corpus", can a similar generative pre-training approach be effectively applied to enhance robot learning? The key challenge is to identify an effective representation for autoregressive pre-training that benefits robot manipulation tasks. Inspired by the way humans learn new skills through observing dynamic environments, we propose that effective robotic learning should emphasize motion-related knowledge, which is closely tied to low-level actions and is hardware-agnostic, facilitating the transfer of learned motions to actual robot actions. To this end, we introduce Moto, which converts video content into latent Motion Token sequences by a Latent Motion Tokenizer, learning a bridging "language" of motion from videos in an unsupervised manner. We pre-train Moto-GPT through motion token autoregression, enabling it to capture diverse visual motion knowledge. After pre-training, Moto-GPT demonstrates the promising ability to produce semantically interpretable motion tokens, predict plausible motion trajectories, and assess trajectory rationality through output likelihood. To transfer learned motion priors to real robot actions, we implement a co-fine-tuning strategy that seamlessly bridges latent motion token prediction and real robot control. Extensive experiments show that the fine-tuned Moto-GPT exhibits superior robustness and efficiency on robot manipulation benchmarks, underscoring its effectiveness in transferring knowledge from video data to downstream visual manipulation tasks.

ActionHub: A Large-scale Action Video Description Dataset for Zero-shot Action Recognition

Zero-shot action recognition (ZSAR) aims to learn an alignment model between videos and class descriptions of seen actions that is transferable to unseen actions. The text queries (class descriptions) used in existing ZSAR works, however, are often short action names that fail to capture the rich semantics in the videos, leading to misalignment. With the intuition that video content descriptions (e.g., video captions) can provide rich contextual information of visual concepts in videos, we propose to utilize human annotated video descriptions to enrich the semantics of the class descriptions of each action. However, all existing action video description datasets are limited in terms of the number of actions, the semantics of video descriptions, etc. To this end, we collect a large-scale action video descriptions dataset named ActionHub, which covers a total of 1,211 common actions and provides 3.6 million action video descriptions. With the proposed ActionHub dataset, we further propose a novel Cross-modality and Cross-action Modeling (CoCo) framework for ZSAR, which consists of a Dual Cross-modality Alignment module and a Cross-action Invariance Mining module. Specifically, the Dual Cross-modality Alignment module utilizes both action labels and video descriptions from ActionHub to obtain rich class semantic features for feature alignment. The Cross-action Invariance Mining module exploits a cycle-reconstruction process between the class semantic feature spaces of seen actions and unseen actions, aiming to guide the model to learn cross-action invariant representations. Extensive experimental results demonstrate that our CoCo framework significantly outperforms the state-of-the-art on three popular ZSAR benchmarks (i.e., Kinetics-ZSAR, UCF101 and HMDB51) under two different learning protocols in ZSAR. We will release our code, models, and the proposed ActionHub dataset.

On Occlusions in Video Action Detection: Benchmark Datasets And Training Recipes

This paper explores the impact of occlusions in video action detection. We facilitate this study by introducing five new benchmark datasets namely O-UCF and O-JHMDB consisting of synthetically controlled static/dynamic occlusions, OVIS-UCF and OVIS-JHMDB consisting of occlusions with realistic motions and Real-OUCF for occlusions in realistic-world scenarios. We formally confirm an intuitive expectation: existing models suffer a lot as occlusion severity is increased and exhibit different behaviours when occluders are static vs when they are moving. We discover several intriguing phenomenon emerging in neural nets: 1) transformers can naturally outperform CNN models which might have even used occlusion as a form of data augmentation during training 2) incorporating symbolic-components like capsules to such backbones allows them to bind to occluders never even seen during training and 3) Islands of agreement can emerge in realistic images/videos without instance-level supervision, distillation or contrastive-based objectives2(eg. video-textual training). Such emergent properties allow us to derive simple yet effective training recipes which lead to robust occlusion models inductively satisfying the first two stages of the binding mechanism (grouping/segregation). Models leveraging these recipes outperform existing video action-detectors under occlusion by 32.3% on O-UCF, 32.7% on O-JHMDB & 2.6% on Real-OUCF in terms of the vMAP metric. The code for this work has been released at https://github.com/rajatmodi62/OccludedActionBenchmark.

Learning Action and Reasoning-Centric Image Editing from Videos and Simulations

An image editing model should be able to perform diverse edits, ranging from object replacement, changing attributes or style, to performing actions or movement, which require many forms of reasoning. Current general instruction-guided editing models have significant shortcomings with action and reasoning-centric edits. Object, attribute or stylistic changes can be learned from visually static datasets. On the other hand, high-quality data for action and reasoning-centric edits is scarce and has to come from entirely different sources that cover e.g. physical dynamics, temporality and spatial reasoning. To this end, we meticulously curate the AURORA Dataset (Action-Reasoning-Object-Attribute), a collection of high-quality training data, human-annotated and curated from videos and simulation engines. We focus on a key aspect of quality training data: triplets (source image, prompt, target image) contain a single meaningful visual change described by the prompt, i.e., truly minimal changes between source and target images. To demonstrate the value of our dataset, we evaluate an AURORA-finetuned model on a new expert-curated benchmark (AURORA-Bench) covering 8 diverse editing tasks. Our model significantly outperforms previous editing models as judged by human raters. For automatic evaluations, we find important flaws in previous metrics and caution their use for semantically hard editing tasks. Instead, we propose a new automatic metric that focuses on discriminative understanding. We hope that our efforts : (1) curating a quality training dataset and an evaluation benchmark, (2) developing critical evaluations, and (3) releasing a state-of-the-art model, will fuel further progress on general image editing.

Learning Disentangled Identifiers for Action-Customized Text-to-Image Generation

This study focuses on a novel task in text-to-image (T2I) generation, namely action customization. The objective of this task is to learn the co-existing action from limited data and generalize it to unseen humans or even animals. Experimental results show that existing subject-driven customization methods fail to learn the representative characteristics of actions and struggle in decoupling actions from context features, including appearance. To overcome the preference for low-level features and the entanglement of high-level features, we propose an inversion-based method Action-Disentangled Identifier (ADI) to learn action-specific identifiers from the exemplar images. ADI first expands the semantic conditioning space by introducing layer-wise identifier tokens, thereby increasing the representational richness while distributing the inversion across different features. Then, to block the inversion of action-agnostic features, ADI extracts the gradient invariance from the constructed sample triples and masks the updates of irrelevant channels. To comprehensively evaluate the task, we present an ActionBench that includes a variety of actions, each accompanied by meticulously selected samples. Both quantitative and qualitative results show that our ADI outperforms existing baselines in action-customized T2I generation. Our project page is at https://adi-t2i.github.io/ADI.

GameFactory: Creating New Games with Generative Interactive Videos

Generative game engines have the potential to revolutionize game development by autonomously creating new content and reducing manual workload. However, existing video-based game generation methods fail to address the critical challenge of scene generalization, limiting their applicability to existing games with fixed styles and scenes. In this paper, we present GameFactory, a framework focused on exploring scene generalization in game video generation. To enable the creation of entirely new and diverse games, we leverage pre-trained video diffusion models trained on open-domain video data. To bridge the domain gap between open-domain priors and small-scale game dataset, we propose a multi-phase training strategy that decouples game style learning from action control, preserving open-domain generalization while achieving action controllability. Using Minecraft as our data source, we release GF-Minecraft, a high-quality and diversity action-annotated video dataset for research. Furthermore, we extend our framework to enable autoregressive action-controllable game video generation, allowing the production of unlimited-length interactive game videos. Experimental results demonstrate that GameFactory effectively generates open-domain, diverse, and action-controllable game videos, representing a significant step forward in AI-driven game generation. Our dataset and project page are publicly available at https://vvictoryuki.github.io/gamefactory/.

Towards Principled Representation Learning from Videos for Reinforcement Learning

We study pre-training representations for decision-making using video data, which is abundantly available for tasks such as game agents and software testing. Even though significant empirical advances have been made on this problem, a theoretical understanding remains absent. We initiate the theoretical investigation into principled approaches for representation learning and focus on learning the latent state representations of the underlying MDP using video data. We study two types of settings: one where there is iid noise in the observation, and a more challenging setting where there is also the presence of exogenous noise, which is non-iid noise that is temporally correlated, such as the motion of people or cars in the background. We study three commonly used approaches: autoencoding, temporal contrastive learning, and forward modeling. We prove upper bounds for temporal contrastive learning and forward modeling in the presence of only iid noise. We show that these approaches can learn the latent state and use it to do efficient downstream RL with polynomial sample complexity. When exogenous noise is also present, we establish a lower bound result showing that the sample complexity of learning from video data can be exponentially worse than learning from action-labeled trajectory data. This partially explains why reinforcement learning with video pre-training is hard. We evaluate these representational learning methods in two visual domains, yielding results that are consistent with our theoretical findings.

Training for temporal sparsity in deep neural networks, application in video processing

Activation sparsity improves compute efficiency and resource utilization in sparsity-aware neural network accelerators. As the predominant operation in DNNs is multiply-accumulate (MAC) of activations with weights to compute inner products, skipping operations where (at least) one of the two operands is zero can make inference more efficient in terms of latency and power. Spatial sparsification of activations is a popular topic in DNN literature and several methods have already been established to bias a DNN for it. On the other hand, temporal sparsity is an inherent feature of bio-inspired spiking neural networks (SNNs), which neuromorphic processing exploits for hardware efficiency. Introducing and exploiting spatio-temporal sparsity, is a topic much less explored in DNN literature, but in perfect resonance with the trend in DNN, to shift from static signal processing to more streaming signal processing. Towards this goal, in this paper we introduce a new DNN layer (called Delta Activation Layer), whose sole purpose is to promote temporal sparsity of activations during training. A Delta Activation Layer casts temporal sparsity into spatial activation sparsity to be exploited when performing sparse tensor multiplications in hardware. By employing delta inference and ``the usual'' spatial sparsification heuristics during training, the resulting model learns to exploit not only spatial but also temporal activation sparsity (for a given input data distribution). One may use the Delta Activation Layer either during vanilla training or during a refinement phase. We have implemented Delta Activation Layer as an extension of the standard Tensoflow-Keras library, and applied it to train deep neural networks on the Human Action Recognition (UCF101) dataset. We report an almost 3x improvement of activation sparsity, with recoverable loss of model accuracy after longer training.

DeformPAM: Data-Efficient Learning for Long-horizon Deformable Object Manipulation via Preference-based Action Alignment

In recent years, imitation learning has made progress in the field of robotic manipulation. However, it still faces challenges when dealing with complex long-horizon deformable object tasks, such as high-dimensional state spaces, complex dynamics, and multimodal action distributions. Traditional imitation learning methods often require a large amount of data and encounter distributional shifts and accumulative errors in these tasks. To address these issues, we propose a data-efficient general learning framework (DeformPAM) based on preference learning and reward-guided action selection. DeformPAM decomposes long-horizon tasks into multiple action primitives, utilizes 3D point cloud inputs and diffusion models to model action distributions, and trains an implicit reward model using human preference data. During the inference phase, the reward model scores multiple candidate actions, selecting the optimal action for execution, thereby reducing the occurrence of anomalous actions and improving task completion quality. Experiments conducted on three challenging real-world long-horizon deformable object manipulation tasks demonstrate the effectiveness of this method. Results show that DeformPAM improves both task completion quality and efficiency compared to baseline methods even with limited data. Code and data will be available at https://deform-pam.robotflow.ai.

DailyDVS-200: A Comprehensive Benchmark Dataset for Event-Based Action Recognition

Neuromorphic sensors, specifically event cameras, revolutionize visual data acquisition by capturing pixel intensity changes with exceptional dynamic range, minimal latency, and energy efficiency, setting them apart from conventional frame-based cameras. The distinctive capabilities of event cameras have ignited significant interest in the domain of event-based action recognition, recognizing their vast potential for advancement. However, the development in this field is currently slowed by the lack of comprehensive, large-scale datasets, which are critical for developing robust recognition frameworks. To bridge this gap, we introduces DailyDVS-200, a meticulously curated benchmark dataset tailored for the event-based action recognition community. DailyDVS-200 is extensive, covering 200 action categories across real-world scenarios, recorded by 47 participants, and comprises more than 22,000 event sequences. This dataset is designed to reflect a broad spectrum of action types, scene complexities, and data acquisition diversity. Each sequence in the dataset is annotated with 14 attributes, ensuring a detailed characterization of the recorded actions. Moreover, DailyDVS-200 is structured to facilitate a wide range of research paths, offering a solid foundation for both validating existing approaches and inspiring novel methodologies. By setting a new benchmark in the field, we challenge the current limitations of neuromorphic data processing and invite a surge of new approaches in event-based action recognition techniques, which paves the way for future explorations in neuromorphic computing and beyond. The dataset and source code are available at https://github.com/QiWang233/DailyDVS-200.

Multi-Task Zero-Shot Action Recognition with Prioritised Data Augmentation

Zero-Shot Learning (ZSL) promises to scale visual recognition by bypassing the conventional model training requirement of annotated examples for every category. This is achieved by establishing a mapping connecting low-level features and a semantic description of the label space, referred as visual-semantic mapping, on auxiliary data. Reusing the learned mapping to project target videos into an embedding space thus allows novel-classes to be recognised by nearest neighbour inference. However, existing ZSL methods suffer from auxiliary-target domain shift intrinsically induced by assuming the same mapping for the disjoint auxiliary and target classes. This compromises the generalisation accuracy of ZSL recognition on the target data. In this work, we improve the ability of ZSL to generalise across this domain shift in both model- and data-centric ways by formulating a visual-semantic mapping with better generalisation properties and a dynamic data re-weighting method to prioritise auxiliary data that are relevant to the target classes. Specifically: (1) We introduce a multi-task visual-semantic mapping to improve generalisation by constraining the semantic mapping parameters to lie on a low-dimensional manifold, (2) We explore prioritised data augmentation by expanding the pool of auxiliary data with additional instances weighted by relevance to the target domain. The proposed new model is applied to the challenging zero-shot action recognition problem to demonstrate its advantages over existing ZSL models.

TinyVLA: Towards Fast, Data-Efficient Vision-Language-Action Models for Robotic Manipulation

Vision-Language-Action (VLA) models have shown remarkable potential in visuomotor control and instruction comprehension through end-to-end learning processes. However, current VLA models face significant challenges: they are slow during inference and require extensive pre-training on large amounts of robotic data, making real-world deployment difficult. In this paper, we introduce a new family of compact vision-language-action models, called TinyVLA, which offers two key advantages over existing VLA models: (1) faster inference speeds, and (2) improved data efficiency, eliminating the need for pre-training stage. Our framework incorporates two essential components to build TinyVLA: (1) initializing the policy backbone with robust, high-speed multimodal models, and (2) integrating a diffusion policy decoder during fine-tuning to enable precise robot actions. We conducted extensive evaluations of TinyVLA in both simulation and on real robots, demonstrating that our approach significantly outperforms the state-of-the-art VLA model, OpenVLA, in terms of speed and data efficiency, while delivering comparable or superior performance. Additionally, TinyVLA exhibits strong generalization capabilities across various dimensions, including language instructions, novel objects, unseen positions, changes in object appearance, background variations, and environmental shifts, often matching or exceeding the performance of OpenVLA. We believe that \methodname offers an interesting perspective on utilizing pre-trained multimodal models for policy learning. Our project is at https://tiny-vla.github.io.

Action Reimagined: Text-to-Pose Video Editing for Dynamic Human Actions

We introduce a novel text-to-pose video editing method, ReimaginedAct. While existing video editing tasks are limited to changes in attributes, backgrounds, and styles, our method aims to predict open-ended human action changes in video. Moreover, our method can accept not only direct instructional text prompts but also `what if' questions to predict possible action changes. ReimaginedAct comprises video understanding, reasoning, and editing modules. First, an LLM is utilized initially to obtain a plausible answer for the instruction or question, which is then used for (1) prompting Grounded-SAM to produce bounding boxes of relevant individuals and (2) retrieving a set of pose videos that we have collected for editing human actions. The retrieved pose videos and the detected individuals are then utilized to alter the poses extracted from the original video. We also employ a timestep blending module to ensure the edited video retains its original content except where necessary modifications are needed. To facilitate research in text-to-pose video editing, we introduce a new evaluation dataset, WhatifVideo-1.0. This dataset includes videos of different scenarios spanning a range of difficulty levels, along with questions and text prompts. Experimental results demonstrate that existing video editing methods struggle with human action editing, while our approach can achieve effective action editing and even imaginary editing from counterfactual questions.

TACO: Learning Multi-modal Action Models with Synthetic Chains-of-Thought-and-Action

While open-source multi-modal language models perform well on simple question answering tasks, they often fail on complex questions that require multiple capabilities, such as fine-grained recognition, visual grounding, and reasoning, and that demand multi-step solutions. We present TACO, a family of multi-modal large action models designed to improve performance on such complex, multi-step, and multi-modal tasks. During inference, TACO produces chains-of-thought-and-action (CoTA), executes intermediate steps by invoking external tools such as OCR, depth estimation and calculator, then integrates both the thoughts and action outputs to produce coherent responses. To train TACO, we create a large dataset of over 1M synthetic CoTA traces generated with GPT-4o and Python programs. We then experiment with various data filtering and mixing techniques and obtain a final subset of 293K high-quality CoTA examples. This dataset enables TACO to learn complex reasoning and action paths, surpassing existing models trained on instruction tuning data with only direct answers. Our model TACO outperforms the instruction-tuned baseline across 8 benchmarks, achieving a 3.6% improvement on average, with gains of up to 15% in MMVet tasks involving OCR, mathematical reasoning, and spatial reasoning. Training on high-quality CoTA traces sets a new standard for complex multi-modal reasoning, highlighting the need for structured, multi-step instruction tuning in advancing open-source mutli-modal models' capabilities.

OS-ATLAS: A Foundation Action Model for Generalist GUI Agents

Existing efforts in building GUI agents heavily rely on the availability of robust commercial Vision-Language Models (VLMs) such as GPT-4o and GeminiProVision. Practitioners are often reluctant to use open-source VLMs due to their significant performance lag compared to their closed-source counterparts, particularly in GUI grounding and Out-Of-Distribution (OOD) scenarios. To facilitate future research in this area, we developed OS-Atlas - a foundational GUI action model that excels at GUI grounding and OOD agentic tasks through innovations in both data and modeling. We have invested significant engineering effort in developing an open-source toolkit for synthesizing GUI grounding data across multiple platforms, including Windows, Linux, MacOS, Android, and the web. Leveraging this toolkit, we are releasing the largest open-source cross-platform GUI grounding corpus to date, which contains over 13 million GUI elements. This dataset, combined with innovations in model training, provides a solid foundation for OS-Atlas to understand GUI screenshots and generalize to unseen interfaces. Through extensive evaluation across six benchmarks spanning three different platforms (mobile, desktop, and web), OS-Atlas demonstrates significant performance improvements over previous state-of-the-art models. Our evaluation also uncovers valuable insights into continuously improving and scaling the agentic capabilities of open-source VLMs.

Referring Atomic Video Action Recognition

We introduce a new task called Referring Atomic Video Action Recognition (RAVAR), aimed at identifying atomic actions of a particular person based on a textual description and the video data of this person. This task differs from traditional action recognition and localization, where predictions are delivered for all present individuals. In contrast, we focus on recognizing the correct atomic action of a specific individual, guided by text. To explore this task, we present the RefAVA dataset, containing 36,630 instances with manually annotated textual descriptions of the individuals. To establish a strong initial benchmark, we implement and validate baselines from various domains, e.g., atomic action localization, video question answering, and text-video retrieval. Since these existing methods underperform on RAVAR, we introduce RefAtomNet -- a novel cross-stream attention-driven method specialized for the unique challenges of RAVAR: the need to interpret a textual referring expression for the targeted individual, utilize this reference to guide the spatial localization and harvest the prediction of the atomic actions for the referring person. The key ingredients are: (1) a multi-stream architecture that connects video, text, and a new location-semantic stream, and (2) cross-stream agent attention fusion and agent token fusion which amplify the most relevant information across these streams and consistently surpasses standard attention-based fusion on RAVAR. Extensive experiments demonstrate the effectiveness of RefAtomNet and its building blocks for recognizing the action of the described individual. The dataset and code will be made publicly available at https://github.com/KPeng9510/RAVAR.

Large Action Models: From Inception to Implementation

As AI continues to advance, there is a growing demand for systems that go beyond language-based assistance and move toward intelligent agents capable of performing real-world actions. This evolution requires the transition from traditional Large Language Models (LLMs), which excel at generating textual responses, to Large Action Models (LAMs), designed for action generation and execution within dynamic environments. Enabled by agent systems, LAMs hold the potential to transform AI from passive language understanding to active task completion, marking a significant milestone in the progression toward artificial general intelligence. In this paper, we present a comprehensive framework for developing LAMs, offering a systematic approach to their creation, from inception to deployment. We begin with an overview of LAMs, highlighting their unique characteristics and delineating their differences from LLMs. Using a Windows OS-based agent as a case study, we provide a detailed, step-by-step guide on the key stages of LAM development, including data collection, model training, environment integration, grounding, and evaluation. This generalizable workflow can serve as a blueprint for creating functional LAMs in various application domains. We conclude by identifying the current limitations of LAMs and discussing directions for future research and industrial deployment, emphasizing the challenges and opportunities that lie ahead in realizing the full potential of LAMs in real-world applications. The code for the data collection process utilized in this paper is publicly available at: https://github.com/microsoft/UFO/tree/main/dataflow, and comprehensive documentation can be found at https://microsoft.github.io/UFO/dataflow/overview/.

Realism in Action: Anomaly-Aware Diagnosis of Brain Tumors from Medical Images Using YOLOv8 and DeiT

In the field of medical sciences, reliable detection and classification of brain tumors from images remains a formidable challenge due to the rarity of tumors within the population of patients. Therefore, the ability to detect tumors in anomaly scenarios is paramount for ensuring timely interventions and improved patient outcomes. This study addresses the issue by leveraging deep learning (DL) techniques to detect and classify brain tumors in challenging situations. The curated data set from the National Brain Mapping Lab (NBML) comprises 81 patients, including 30 Tumor cases and 51 Normal cases. The detection and classification pipelines are separated into two consecutive tasks. The detection phase involved comprehensive data analysis and pre-processing to modify the number of image samples and the number of patients of each class to anomaly distribution (9 Normal per 1 Tumor) to comply with real world scenarios. Next, in addition to common evaluation metrics for the testing, we employed a novel performance evaluation method called Patient to Patient (PTP), focusing on the realistic evaluation of the model. In the detection phase, we fine-tuned a YOLOv8n detection model to detect the tumor region. Subsequent testing and evaluation yielded competitive performance both in Common Evaluation Metrics and PTP metrics. Furthermore, using the Data Efficient Image Transformer (DeiT) module, we distilled a Vision Transformer (ViT) model from a fine-tuned ResNet152 as a teacher in the classification phase. This approach demonstrates promising strides in reliable tumor detection and classification, offering potential advancements in tumor diagnosis for real-world medical imaging scenarios.

MMG-Ego4D: Multi-Modal Generalization in Egocentric Action Recognition

In this paper, we study a novel problem in egocentric action recognition, which we term as "Multimodal Generalization" (MMG). MMG aims to study how systems can generalize when data from certain modalities is limited or even completely missing. We thoroughly investigate MMG in the context of standard supervised action recognition and the more challenging few-shot setting for learning new action categories. MMG consists of two novel scenarios, designed to support security, and efficiency considerations in real-world applications: (1) missing modality generalization where some modalities that were present during the train time are missing during the inference time, and (2) cross-modal zero-shot generalization, where the modalities present during the inference time and the training time are disjoint. To enable this investigation, we construct a new dataset MMG-Ego4D containing data points with video, audio, and inertial motion sensor (IMU) modalities. Our dataset is derived from Ego4D dataset, but processed and thoroughly re-annotated by human experts to facilitate research in the MMG problem. We evaluate a diverse array of models on MMG-Ego4D and propose new methods with improved generalization ability. In particular, we introduce a new fusion module with modality dropout training, contrastive-based alignment training, and a novel cross-modal prototypical loss for better few-shot performance. We hope this study will serve as a benchmark and guide future research in multimodal generalization problems. The benchmark and code will be available at https://github.com/facebookresearch/MMG_Ego4D.

TASAR: Transfer-based Attack on Skeletal Action Recognition

Skeletal sequence data, as a widely employed representation of human actions, are crucial in Human Activity Recognition (HAR). Recently, adversarial attacks have been proposed in this area, which exposes potential security concerns, and more importantly provides a good tool for model robustness test. Within this research, transfer-based attack is an important tool as it mimics the real-world scenario where an attacker has no knowledge of the target model, but is under-explored in Skeleton-based HAR (S-HAR). Consequently, existing S-HAR attacks exhibit weak adversarial transferability and the reason remains largely unknown. In this paper, we investigate this phenomenon via the characterization of the loss function. We find that one prominent indicator of poor transferability is the low smoothness of the loss function. Led by this observation, we improve the transferability by properly smoothening the loss when computing the adversarial examples. This leads to the first Transfer-based Attack on Skeletal Action Recognition, TASAR. TASAR explores the smoothened model posterior of pre-trained surrogates, which is achieved by a new post-train Dual Bayesian optimization strategy. Furthermore, unlike existing transfer-based methods which overlook the temporal coherence within sequences, TASAR incorporates motion dynamics into the Bayesian attack, effectively disrupting the spatial-temporal coherence of S-HARs. For exhaustive evaluation, we build the first large-scale robust S-HAR benchmark, comprising 7 S-HAR models, 10 attack methods, 3 S-HAR datasets and 2 defense models. Extensive results demonstrate the superiority of TASAR. Our benchmark enables easy comparisons for future studies, with the code available in the https://github.com/yunfengdiao/Skeleton-Robustness-Benchmark.

Action in Mind: A Neural Network Approach to Action Recognition and Segmentation

Recognizing and categorizing human actions is an important task with applications in various fields such as human-robot interaction, video analysis, surveillance, video retrieval, health care system and entertainment industry. This thesis presents a novel computational approach for human action recognition through different implementations of multi-layer architectures based on artificial neural networks. Each system level development is designed to solve different aspects of the action recognition problem including online real-time processing, action segmentation and the involvement of objects. The analysis of the experimental results are illustrated and described in six articles. The proposed action recognition architecture of this thesis is composed of several processing layers including a preprocessing layer, an ordered vector representation layer and three layers of neural networks. It utilizes self-organizing neural networks such as Kohonen feature maps and growing grids as the main neural network layers. Thus the architecture presents a biological plausible approach with certain features such as topographic organization of the neurons, lateral interactions, semi-supervised learning and the ability to represent high dimensional input space in lower dimensional maps. For each level of development the system is trained with the input data consisting of consecutive 3D body postures and tested with generalized input data that the system has never met before. The experimental results of different system level developments show that the system performs well with quite high accuracy for recognizing human actions.

HumanEdit: A High-Quality Human-Rewarded Dataset for Instruction-based Image Editing

We present HumanEdit, a high-quality, human-rewarded dataset specifically designed for instruction-guided image editing, enabling precise and diverse image manipulations through open-form language instructions. Previous large-scale editing datasets often incorporate minimal human feedback, leading to challenges in aligning datasets with human preferences. HumanEdit bridges this gap by employing human annotators to construct data pairs and administrators to provide feedback. With meticulously curation, HumanEdit comprises 5,751 images and requires more than 2,500 hours of human effort across four stages, ensuring both accuracy and reliability for a wide range of image editing tasks. The dataset includes six distinct types of editing instructions: Action, Add, Counting, Relation, Remove, and Replace, encompassing a broad spectrum of real-world scenarios. All images in the dataset are accompanied by masks, and for a subset of the data, we ensure that the instructions are sufficiently detailed to support mask-free editing. Furthermore, HumanEdit offers comprehensive diversity and high-resolution 1024 times 1024 content sourced from various domains, setting a new versatile benchmark for instructional image editing datasets. With the aim of advancing future research and establishing evaluation benchmarks in the field of image editing, we release HumanEdit at https://huggingface.co./datasets/BryanW/HumanEdit.

MultiSports: A Multi-Person Video Dataset of Spatio-Temporally Localized Sports Actions

Spatio-temporal action detection is an important and challenging problem in video understanding. The existing action detection benchmarks are limited in aspects of small numbers of instances in a trimmed video or low-level atomic actions. This paper aims to present a new multi-person dataset of spatio-temporal localized sports actions, coined as MultiSports. We first analyze the important ingredients of constructing a realistic and challenging dataset for spatio-temporal action detection by proposing three criteria: (1) multi-person scenes and motion dependent identification, (2) with well-defined boundaries, (3) relatively fine-grained classes of high complexity. Based on these guide-lines, we build the dataset of MultiSports v1.0 by selecting 4 sports classes, collecting 3200 video clips, and annotating 37701 action instances with 902k bounding boxes. Our datasets are characterized with important properties of high diversity, dense annotation, and high quality. Our Multi-Sports, with its realistic setting and detailed annotations, exposes the intrinsic challenges of spatio-temporal action detection. To benchmark this, we adapt several baseline methods to our dataset and give an in-depth analysis on the action detection results in our dataset. We hope our MultiSports can serve as a standard benchmark for spatio-temporal action detection in the future. Our dataset website is at https://deeperaction.github.io/multisports/.

PrivacyLens: Evaluating Privacy Norm Awareness of Language Models in Action

As language models (LMs) are widely utilized in personalized communication scenarios (e.g., sending emails, writing social media posts) and endowed with a certain level of agency, ensuring they act in accordance with the contextual privacy norms becomes increasingly critical. However, quantifying the privacy norm awareness of LMs and the emerging privacy risk in LM-mediated communication is challenging due to (1) the contextual and long-tailed nature of privacy-sensitive cases, and (2) the lack of evaluation approaches that capture realistic application scenarios. To address these challenges, we propose PrivacyLens, a novel framework designed to extend privacy-sensitive seeds into expressive vignettes and further into agent trajectories, enabling multi-level evaluation of privacy leakage in LM agents' actions. We instantiate PrivacyLens with a collection of privacy norms grounded in privacy literature and crowdsourced seeds. Using this dataset, we reveal a discrepancy between LM performance in answering probing questions and their actual behavior when executing user instructions in an agent setup. State-of-the-art LMs, like GPT-4 and Llama-3-70B, leak sensitive information in 25.68% and 38.69% of cases, even when prompted with privacy-enhancing instructions. We also demonstrate the dynamic nature of PrivacyLens by extending each seed into multiple trajectories to red-team LM privacy leakage risk. Dataset and code are available at https://github.com/SALT-NLP/PrivacyLens.

A Dataset Perspective on Offline Reinforcement Learning

The application of Reinforcement Learning (RL) in real world environments can be expensive or risky due to sub-optimal policies during training. In Offline RL, this problem is avoided since interactions with an environment are prohibited. Policies are learned from a given dataset, which solely determines their performance. Despite this fact, how dataset characteristics influence Offline RL algorithms is still hardly investigated. The dataset characteristics are determined by the behavioral policy that samples this dataset. Therefore, we define characteristics of behavioral policies as exploratory for yielding high expected information in their interaction with the Markov Decision Process (MDP) and as exploitative for having high expected return. We implement two corresponding empirical measures for the datasets sampled by the behavioral policy in deterministic MDPs. The first empirical measure SACo is defined by the normalized unique state-action pairs and captures exploration. The second empirical measure TQ is defined by the normalized average trajectory return and captures exploitation. Empirical evaluations show the effectiveness of TQ and SACo. In large-scale experiments using our proposed measures, we show that the unconstrained off-policy Deep Q-Network family requires datasets with high SACo to find a good policy. Furthermore, experiments show that policy constraint algorithms perform well on datasets with high TQ and SACo. Finally, the experiments show, that purely dataset-constrained Behavioral Cloning performs competitively to the best Offline RL algorithms for datasets with high TQ.

SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition

Skeleton-based action recognition, which classifies human actions based on the coordinates of joints and their connectivity within skeleton data, is widely utilized in various scenarios. While Graph Convolutional Networks (GCNs) have been proposed for skeleton data represented as graphs, they suffer from limited receptive fields constrained by joint connectivity. To address this limitation, recent advancements have introduced transformer-based methods. However, capturing correlations between all joints in all frames requires substantial memory resources. To alleviate this, we propose a novel approach called Skeletal-Temporal Transformer (SkateFormer) that partitions joints and frames based on different types of skeletal-temporal relation (Skate-Type) and performs skeletal-temporal self-attention (Skate-MSA) within each partition. We categorize the key skeletal-temporal relations for action recognition into a total of four distinct types. These types combine (i) two skeletal relation types based on physically neighboring and distant joints, and (ii) two temporal relation types based on neighboring and distant frames. Through this partition-specific attention strategy, our SkateFormer can selectively focus on key joints and frames crucial for action recognition in an action-adaptive manner with efficient computation. Extensive experiments on various benchmark datasets validate that our SkateFormer outperforms recent state-of-the-art methods.

Sequence-to-Action: Grammatical Error Correction with Action Guided Sequence Generation

The task of Grammatical Error Correction (GEC) has received remarkable attention with wide applications in Natural Language Processing (NLP) in recent years. While one of the key principles of GEC is to keep the correct parts unchanged and avoid over-correction, previous sequence-to-sequence (seq2seq) models generate results from scratch, which are not guaranteed to follow the original sentence structure and may suffer from the over-correction problem. In the meantime, the recently proposed sequence tagging models can overcome the over-correction problem by only generating edit operations, but are conditioned on human designed language-specific tagging labels. In this paper, we combine the pros and alleviate the cons of both models by proposing a novel Sequence-to-Action~(S2A) module. The S2A module jointly takes the source and target sentences as input, and is able to automatically generate a token-level action sequence before predicting each token, where each action is generated from three choices named SKIP, COPY and GENerate. Then the actions are fused with the basic seq2seq framework to provide final predictions. We conduct experiments on the benchmark datasets of both English and Chinese GEC tasks. Our model consistently outperforms the seq2seq baselines, while being able to significantly alleviate the over-correction problem as well as holding better generality and diversity in the generation results compared to the sequence tagging models.

SEWA DB: A Rich Database for Audio-Visual Emotion and Sentiment Research in the Wild

Natural human-computer interaction and audio-visual human behaviour sensing systems, which would achieve robust performance in-the-wild are more needed than ever as digital devices are increasingly becoming an indispensable part of our life. Accurately annotated real-world data are the crux in devising such systems. However, existing databases usually consider controlled settings, low demographic variability, and a single task. In this paper, we introduce the SEWA database of more than 2000 minutes of audio-visual data of 398 people coming from six cultures, 50% female, and uniformly spanning the age range of 18 to 65 years old. Subjects were recorded in two different contexts: while watching adverts and while discussing adverts in a video chat. The database includes rich annotations of the recordings in terms of facial landmarks, facial action units (FAU), various vocalisations, mirroring, and continuously valued valence, arousal, liking, agreement, and prototypic examples of (dis)liking. This database aims to be an extremely valuable resource for researchers in affective computing and automatic human sensing and is expected to push forward the research in human behaviour analysis, including cultural studies. Along with the database, we provide extensive baseline experiments for automatic FAU detection and automatic valence, arousal and (dis)liking intensity estimation.

OpenVLA: An Open-Source Vision-Language-Action Model

Large policies pretrained on a combination of Internet-scale vision-language data and diverse robot demonstrations have the potential to change how we teach robots new skills: rather than training new behaviors from scratch, we can fine-tune such vision-language-action (VLA) models to obtain robust, generalizable policies for visuomotor control. Yet, widespread adoption of VLAs for robotics has been challenging as 1) existing VLAs are largely closed and inaccessible to the public, and 2) prior work fails to explore methods for efficiently fine-tuning VLAs for new tasks, a key component for adoption. Addressing these challenges, we introduce OpenVLA, a 7B-parameter open-source VLA trained on a diverse collection of 970k real-world robot demonstrations. OpenVLA builds on a Llama 2 language model combined with a visual encoder that fuses pretrained features from DINOv2 and SigLIP. As a product of the added data diversity and new model components, OpenVLA demonstrates strong results for generalist manipulation, outperforming closed models such as RT-2-X (55B) by 16.5% in absolute task success rate across 29 tasks and multiple robot embodiments, with 7x fewer parameters. We further show that we can effectively fine-tune OpenVLA for new settings, with especially strong generalization results in multi-task environments involving multiple objects and strong language grounding abilities, and outperform expressive from-scratch imitation learning methods such as Diffusion Policy by 20.4%. We also explore compute efficiency; as a separate contribution, we show that OpenVLA can be fine-tuned on consumer GPUs via modern low-rank adaptation methods and served efficiently via quantization without a hit to downstream success rate. Finally, we release model checkpoints, fine-tuning notebooks, and our PyTorch codebase with built-in support for training VLAs at scale on Open X-Embodiment datasets.

RT-2: Vision-Language-Action Models Transfer Web Knowledge to Robotic Control

We study how vision-language models trained on Internet-scale data can be incorporated directly into end-to-end robotic control to boost generalization and enable emergent semantic reasoning. Our goal is to enable a single end-to-end trained model to both learn to map robot observations to actions and enjoy the benefits of large-scale pretraining on language and vision-language data from the web. To this end, we propose to co-fine-tune state-of-the-art vision-language models on both robotic trajectory data and Internet-scale vision-language tasks, such as visual question answering. In contrast to other approaches, we propose a simple, general recipe to achieve this goal: in order to fit both natural language responses and robotic actions into the same format, we express the actions as text tokens and incorporate them directly into the training set of the model in the same way as natural language tokens. We refer to such category of models as vision-language-action models (VLA) and instantiate an example of such a model, which we call RT-2. Our extensive evaluation (6k evaluation trials) shows that our approach leads to performant robotic policies and enables RT-2 to obtain a range of emergent capabilities from Internet-scale training. This includes significantly improved generalization to novel objects, the ability to interpret commands not present in the robot training data (such as placing an object onto a particular number or icon), and the ability to perform rudimentary reasoning in response to user commands (such as picking up the smallest or largest object, or the one closest to another object). We further show that incorporating chain of thought reasoning allows RT-2 to perform multi-stage semantic reasoning, for example figuring out which object to pick up for use as an improvised hammer (a rock), or which type of drink is best suited for someone who is tired (an energy drink).

Satori: Reinforcement Learning with Chain-of-Action-Thought Enhances LLM Reasoning via Autoregressive Search

Large language models (LLMs) have demonstrated remarkable reasoning capabilities across diverse domains. Recent studies have shown that increasing test-time computation enhances LLMs' reasoning capabilities. This typically involves extensive sampling at inference time guided by an external LLM verifier, resulting in a two-player system. Despite external guidance, the effectiveness of this system demonstrates the potential of a single LLM to tackle complex tasks. Thus, we pose a new research problem: Can we internalize the searching capabilities to fundamentally enhance the reasoning abilities of a single LLM? This work explores an orthogonal direction focusing on post-training LLMs for autoregressive searching (i.e., an extended reasoning process with self-reflection and self-exploration of new strategies). To achieve this, we propose the Chain-of-Action-Thought (COAT) reasoning and a two-stage training paradigm: 1) a small-scale format tuning stage to internalize the COAT reasoning format and 2) a large-scale self-improvement stage leveraging reinforcement learning. Our approach results in Satori, a 7B LLM trained on open-source models and data. Extensive empirical evaluations demonstrate that Satori achieves state-of-the-art performance on mathematical reasoning benchmarks while exhibits strong generalization to out-of-domain tasks. Code, data, and models will be fully open-sourced.

OmniJARVIS: Unified Vision-Language-Action Tokenization Enables Open-World Instruction Following Agents

We present OmniJARVIS, a novel Vision-Language-Action (VLA) model for open-world instruction-following agents in open-world Minecraft. Compared to prior works that either emit textual goals to separate controllers or produce the control command directly, OmniJARVIS seeks a different path to ensure both strong reasoning and efficient decision-making capabilities via unified tokenization of multimodal interaction data. First, we introduce a self-supervised approach to learn a behavior encoder that produces discretized tokens for behavior trajectories tau = {o_0, a_0, dots} and an imitation learning (IL) policy decoder conditioned on these tokens. These additional behavior tokens will be augmented to the vocabulary of pretrained Multimodal Language Models (MLMs). With this encoder, we then pack long-term multimodal interactions involving task instructions, memories, thoughts, observations, textual responses, behavior trajectories, etc. into unified token sequences and model them with autoregressive transformers. Thanks to the semantically meaningful behavior tokens, the resulting VLA model, OmniJARVIS, can reason (by producing chain-of-thoughts), plan, answer questions, and act (by producing behavior tokens for the IL policy decoder). OmniJARVIS demonstrates excellent performances on a comprehensive collection of atomic, programmatic, and open-ended tasks in open-world Minecraft. Our analysis further unveils the crucial design principles in interaction data formation, unified tokenization, and its scaling potentials.

PASTA: Pretrained Action-State Transformer Agents

Self-supervised learning has brought about a revolutionary paradigm shift in various computing domains, including NLP, vision, and biology. Recent approaches involve pre-training transformer models on vast amounts of unlabeled data, serving as a starting point for efficiently solving downstream tasks. In the realm of reinforcement learning, researchers have recently adapted these approaches by developing models pre-trained on expert trajectories, enabling them to address a wide range of tasks, from robotics to recommendation systems. However, existing methods mostly rely on intricate pre-training objectives tailored to specific downstream applications. This paper presents a comprehensive investigation of models we refer to as Pretrained Action-State Transformer Agents (PASTA). Our study uses a unified methodology and covers an extensive set of general downstream tasks including behavioral cloning, offline RL, sensor failure robustness, and dynamics change adaptation. Our goal is to systematically compare various design choices and provide valuable insights to practitioners for building robust models. Key highlights of our study include tokenization at the action and state component level, using fundamental pre-training objectives like next token prediction, training models across diverse domains simultaneously, and using parameter efficient fine-tuning (PEFT). The developed models in our study contain fewer than 10 million parameters and the application of PEFT enables fine-tuning of fewer than 10,000 parameters during downstream adaptation, allowing a broad community to use these models and reproduce our experiments. We hope that this study will encourage further research into the use of transformers with first-principles design choices to represent RL trajectories and contribute to robust policy learning.

RT-H: Action Hierarchies Using Language

Language provides a way to break down complex concepts into digestible pieces. Recent works in robot imitation learning use language-conditioned policies that predict actions given visual observations and the high-level task specified in language. These methods leverage the structure of natural language to share data between semantically similar tasks (e.g., "pick coke can" and "pick an apple") in multi-task datasets. However, as tasks become more semantically diverse (e.g., "pick coke can" and "pour cup"), sharing data between tasks becomes harder, so learning to map high-level tasks to actions requires much more demonstration data. To bridge tasks and actions, our insight is to teach the robot the language of actions, describing low-level motions with more fine-grained phrases like "move arm forward". Predicting these language motions as an intermediate step between tasks and actions forces the policy to learn the shared structure of low-level motions across seemingly disparate tasks. Furthermore, a policy that is conditioned on language motions can easily be corrected during execution through human-specified language motions. This enables a new paradigm for flexible policies that can learn from human intervention in language. Our method RT-H builds an action hierarchy using language motions: it first learns to predict language motions, and conditioned on this and the high-level task, it predicts actions, using visual context at all stages. We show that RT-H leverages this language-action hierarchy to learn policies that are more robust and flexible by effectively tapping into multi-task datasets. We show that these policies not only allow for responding to language interventions, but can also learn from such interventions and outperform methods that learn from teleoperated interventions. Our website and videos are found at https://rt-hierarchy.github.io.

TACO: Temporal Latent Action-Driven Contrastive Loss for Visual Reinforcement Learning

Despite recent progress in reinforcement learning (RL) from raw pixel data, sample inefficiency continues to present a substantial obstacle. Prior works have attempted to address this challenge by creating self-supervised auxiliary tasks, aiming to enrich the agent's learned representations with control-relevant information for future state prediction. However, these objectives are often insufficient to learn representations that can represent the optimal policy or value function, and they often consider tasks with small, abstract discrete action spaces and thus overlook the importance of action representation learning in continuous control. In this paper, we introduce TACO: Temporal Action-driven Contrastive Learning, a simple yet powerful temporal contrastive learning approach that facilitates the concurrent acquisition of latent state and action representations for agents. TACO simultaneously learns a state and an action representation by optimizing the mutual information between representations of current states paired with action sequences and representations of the corresponding future states. Theoretically, TACO can be shown to learn state and action representations that encompass sufficient information for control, thereby improving sample efficiency. For online RL, TACO achieves 40% performance boost after one million environment interaction steps on average across nine challenging visual continuous control tasks from Deepmind Control Suite. In addition, we show that TACO can also serve as a plug-and-play module adding to existing offline visual RL methods to establish the new state-of-the-art performance for offline visual RL across offline datasets with varying quality.

Semi-Supervised Offline Reinforcement Learning with Action-Free Trajectories

Natural agents can effectively learn from multiple data sources that differ in size, quality, and types of measurements. We study this heterogeneity in the context of offline reinforcement learning (RL) by introducing a new, practically motivated semi-supervised setting. Here, an agent has access to two sets of trajectories: labelled trajectories containing state, action and reward triplets at every timestep, along with unlabelled trajectories that contain only state and reward information. For this setting, we develop and study a simple meta-algorithmic pipeline that learns an inverse dynamics model on the labelled data to obtain proxy-labels for the unlabelled data, followed by the use of any offline RL algorithm on the true and proxy-labelled trajectories. Empirically, we find this simple pipeline to be highly successful -- on several D4RL benchmarks~fu2020d4rl, certain offline RL algorithms can match the performance of variants trained on a fully labelled dataset even when we label only 10\% of trajectories which are highly suboptimal. To strengthen our understanding, we perform a large-scale controlled empirical study investigating the interplay of data-centric properties of the labelled and unlabelled datasets, with algorithmic design choices (e.g., choice of inverse dynamics, offline RL algorithm) to identify general trends and best practices for training RL agents on semi-supervised offline datasets.

GUI-Bee: Align GUI Action Grounding to Novel Environments via Autonomous Exploration

Graphical User Interface (GUI) action grounding is a critical step in GUI automation that maps language instructions to actionable elements on GUI screens. Most recent works of GUI action grounding leverage large GUI datasets to fine-tune MLLMs. However, the fine-tuning data always covers limited GUI environments, and we find the performance of the resulting model deteriorates in novel environments. We argue that the GUI grounding models should be further aligned to the novel environments to reveal their full potential, when the inference is known to involve novel environments, i.e., environments not used during the previous fine-tuning. To realize this, we first propose GUI-Bee, an MLLM-based autonomous agent, to collect high-quality, environment-specific data through exploration and then continuously fine-tune GUI grounding models with the collected data. Our agent leverages a novel Q-value-Incentive In-Context Reinforcement Learning (Q-ICRL) method to optimize exploration efficiency and data quality. Additionally, we introduce NovelScreenSpot, a benchmark for testing how well the data can help align GUI action grounding models to novel environments and demonstrate the effectiveness of data collected by GUI-Bee in the experiments. Furthermore, we conduct an ablation study to validate the Q-ICRL method in enhancing the efficiency of GUI-Bee. Project page: https://gui-bee.github.io

DataEnvGym: Data Generation Agents in Teacher Environments with Student Feedback

The process of creating training data to teach models is currently driven by humans, who manually analyze model weaknesses and plan how to create data that improves a student model. Recent approaches using LLMs as annotators reduce human effort, but still require humans to interpret feedback from evaluations and control the LLM to produce data the student needs. Automating this labor-intensive process by creating autonomous data generation agents - or teachers - is desirable, but requires environments that can simulate the feedback-driven, iterative, closed loop of data creation. To enable rapid and scalable testing for such agents and their modules, we introduce DataEnvGym, a testbed of teacher environments for data generation agents. DataEnvGym frames data generation as a sequential decision-making task, involving an agent consisting of a data generation policy (which generates a plan for creating training data) and a data generation engine (which transforms the plan into data), inside an environment that provides student feedback. The agent's goal is to improve student performance. Students are iteratively trained and evaluated on generated data, with their feedback (in the form of errors or weak skills) being reported to the agent after each iteration. DataEnvGym includes multiple teacher environment instantiations across 3 levels of structure in the state representation and action space. More structured environments are based on inferred skills and offer more interpretability and curriculum control. We support 3 diverse tasks (math, code, and VQA) and test multiple students and teachers. Example agents in our teaching environments can iteratively improve students across tasks and settings. Moreover, we show that environments teach different skill levels and test variants of key modules, pointing to future work in improving data generation agents, engines, and feedback mechanisms.

Advancing Human Action Recognition with Foundation Models trained on Unlabeled Public Videos

The increasing variety and quantity of tagged multimedia content on a variety of online platforms offer a unique opportunity to advance the field of human action recognition. In this study, we utilize 283,582 unique, unlabeled TikTok video clips, categorized into 386 hashtags, to train a domain-specific foundation model for action recognition. We employ VideoMAE V2, an advanced model integrating Masked Autoencoders (MAE) with Vision Transformers (ViT), pre-trained on this diverse collection of unstructured videos. Our model, fine-tuned on established action recognition benchmarks such as UCF101 and HMDB51, achieves state-of-the-art results: 99.05% on UCF101, 86.08% on HMDB51, 85.51% on Kinetics-400, and 74.27% on Something-Something V2 using the ViT-giant backbone. These results highlight the potential of using unstructured and unlabeled videos as a valuable source of diverse and dynamic content for training foundation models. Our investigation confirms that while initial increases in pre-training data volume significantly enhance model performance, the gains diminish as the dataset size continues to expand. Our findings emphasize two critical axioms in self-supervised learning for computer vision: (1) additional pre-training data can yield diminishing benefits for some datasets and (2) quality is more important than quantity in self-supervised learning, especially when building foundation models.

LALM: Long-Term Action Anticipation with Language Models

Understanding human activity is a crucial yet intricate task in egocentric vision, a field that focuses on capturing visual perspectives from the camera wearer's viewpoint. While traditional methods heavily rely on representation learning trained on extensive video data, there exists a significant limitation: obtaining effective video representations proves challenging due to the inherent complexity and variability in human activities.Furthermore, exclusive dependence on video-based learning may constrain a model's capability to generalize across long-tail classes and out-of-distribution scenarios. In this study, we introduce a novel approach for long-term action anticipation using language models (LALM), adept at addressing the complex challenges of long-term activity understanding without the need for extensive training. Our method incorporates an action recognition model to track previous action sequences and a vision-language model to articulate relevant environmental details. By leveraging the context provided by these past events, we devise a prompting strategy for action anticipation using large language models (LLMs). Moreover, we implement Maximal Marginal Relevance for example selection to facilitate in-context learning of the LLMs. Our experimental results demonstrate that LALM surpasses the state-of-the-art methods in the task of long-term action anticipation on the Ego4D benchmark. We further validate LALM on two additional benchmarks, affirming its capacity for generalization across intricate activities with different sets of taxonomies. These are achieved without specific fine-tuning.

Grounded Language Acquisition From Object and Action Imagery

Deep learning approaches to natural language processing have made great strides in recent years. While these models produce symbols that convey vast amounts of diverse knowledge, it is unclear how such symbols are grounded in data from the world. In this paper, we explore the development of a private language for visual data representation by training emergent language (EL) encoders/decoders in both i) a traditional referential game environment and ii) a contrastive learning environment utilizing a within-class matching training paradigm. An additional classification layer utilizing neural machine translation and random forest classification was used to transform symbolic representations (sequences of integer symbols) to class labels. These methods were applied in two experiments focusing on object recognition and action recognition. For object recognition, a set of sketches produced by human participants from real imagery was used (Sketchy dataset) and for action recognition, 2D trajectories were generated from 3D motion capture systems (MOVI dataset). In order to interpret the symbols produced for data in each experiment, gradient-weighted class activation mapping (Grad-CAM) methods were used to identify pixel regions indicating semantic features which contribute evidence towards symbols in learned languages. Additionally, a t-distributed stochastic neighbor embedding (t-SNE) method was used to investigate embeddings learned by CNN feature extractors.

Data Quality in Imitation Learning

In supervised learning, the question of data quality and curation has been over-shadowed in recent years by increasingly more powerful and expressive models that can ingest internet-scale data. However, in offline learning for robotics, we simply lack internet scale data, and so high quality datasets are a necessity. This is especially true in imitation learning (IL), a sample efficient paradigm for robot learning using expert demonstrations. Policies learned through IL suffer from state distribution shift at test time due to compounding errors in action prediction, which leads to unseen states that the policy cannot recover from. Instead of designing new algorithms to address distribution shift, an alternative perspective is to develop new ways of assessing and curating datasets. There is growing evidence that the same IL algorithms can have substantially different performance across different datasets. This calls for a formalism for defining metrics of "data quality" that can further be leveraged for data curation. In this work, we take the first step toward formalizing data quality for imitation learning through the lens of distribution shift: a high quality dataset encourages the policy to stay in distribution at test time. We propose two fundamental properties that shape the quality of a dataset: i) action divergence: the mismatch between the expert and learned policy at certain states; and ii) transition diversity: the noise present in the system for a given state and action. We investigate the combined effect of these two key properties in imitation learning theoretically, and we empirically analyze models trained on a variety of different data sources. We show that state diversity is not always beneficial, and we demonstrate how action divergence and transition diversity interact in practice.

ADAPT: Vision-Language Navigation with Modality-Aligned Action Prompts

Vision-Language Navigation (VLN) is a challenging task that requires an embodied agent to perform action-level modality alignment, i.e., make instruction-asked actions sequentially in complex visual environments. Most existing VLN agents learn the instruction-path data directly and cannot sufficiently explore action-level alignment knowledge inside the multi-modal inputs. In this paper, we propose modAlity-aligneD Action PrompTs (ADAPT), which provides the VLN agent with action prompts to enable the explicit learning of action-level modality alignment to pursue successful navigation. Specifically, an action prompt is defined as a modality-aligned pair of an image sub-prompt and a text sub-prompt, where the former is a single-view observation and the latter is a phrase like ''walk past the chair''. When starting navigation, the instruction-related action prompt set is retrieved from a pre-built action prompt base and passed through a prompt encoder to obtain the prompt feature. Then the prompt feature is concatenated with the original instruction feature and fed to a multi-layer transformer for action prediction. To collect high-quality action prompts into the prompt base, we use the Contrastive Language-Image Pretraining (CLIP) model which has powerful cross-modality alignment ability. A modality alignment loss and a sequential consistency loss are further introduced to enhance the alignment of the action prompt and enforce the agent to focus on the related prompt sequentially. Experimental results on both R2R and RxR show the superiority of ADAPT over state-of-the-art methods.

Source-free Video Domain Adaptation by Learning Temporal Consistency for Action Recognition

Video-based Unsupervised Domain Adaptation (VUDA) methods improve the robustness of video models, enabling them to be applied to action recognition tasks across different environments. However, these methods require constant access to source data during the adaptation process. Yet in many real-world applications, subjects and scenes in the source video domain should be irrelevant to those in the target video domain. With the increasing emphasis on data privacy, such methods that require source data access would raise serious privacy issues. Therefore, to cope with such concern, a more practical domain adaptation scenario is formulated as the Source-Free Video-based Domain Adaptation (SFVDA). Though there are a few methods for Source-Free Domain Adaptation (SFDA) on image data, these methods yield degenerating performance in SFVDA due to the multi-modality nature of videos, with the existence of additional temporal features. In this paper, we propose a novel Attentive Temporal Consistent Network (ATCoN) to address SFVDA by learning temporal consistency, guaranteed by two novel consistency objectives, namely feature consistency and source prediction consistency, performed across local temporal features. ATCoN further constructs effective overall temporal features by attending to local temporal features based on prediction confidence. Empirical results demonstrate the state-of-the-art performance of ATCoN across various cross-domain action recognition benchmarks.

The Danger of Overthinking: Examining the Reasoning-Action Dilemma in Agentic Tasks

Large Reasoning Models (LRMs) represent a breakthrough in AI problem-solving capabilities, but their effectiveness in interactive environments can be limited. This paper introduces and analyzes overthinking in LRMs. A phenomenon where models favor extended internal reasoning chains over environmental interaction. Through experiments on software engineering tasks using SWE Bench Verified, we observe three recurring patterns: Analysis Paralysis, Rogue Actions, and Premature Disengagement. We propose a framework to study these behaviors, which correlates with human expert assessments, and analyze 4018 trajectories. We observe that higher overthinking scores correlate with decreased performance, with reasoning models exhibiting stronger tendencies toward overthinking compared to non-reasoning models. Our analysis reveals that simple efforts to mitigate overthinking in agentic environments, such as selecting the solution with the lower overthinking score, can improve model performance by almost 30% while reducing computational costs by 43%. These results suggest that mitigating overthinking has strong practical implications. We suggest that by leveraging native function-calling capabilities and selective reinforcement learning overthinking tendencies could be mitigated. We also open-source our evaluation framework and dataset to facilitate research in this direction at https://github.com/AlexCuadron/Overthinking.

Prototypical Calibrating Ambiguous Samples for Micro-Action Recognition

Micro-Action Recognition (MAR) has gained increasing attention due to its crucial role as a form of non-verbal communication in social interactions, with promising potential for applications in human communication and emotion analysis. However, current approaches often overlook the inherent ambiguity in micro-actions, which arises from the wide category range and subtle visual differences between categories. This oversight hampers the accuracy of micro-action recognition. In this paper, we propose a novel Prototypical Calibrating Ambiguous Network (PCAN) to unleash and mitigate the ambiguity of MAR. Firstly, we employ a hierarchical action-tree to identify the ambiguous sample, categorizing them into distinct sets of ambiguous samples of false negatives and false positives, considering both body- and action-level categories. Secondly, we implement an ambiguous contrastive refinement module to calibrate these ambiguous samples by regulating the distance between ambiguous samples and their corresponding prototypes. This calibration process aims to pull false negative (FN) samples closer to their respective prototypes and push false positive (FP) samples apart from their affiliated prototypes. In addition, we propose a new prototypical diversity amplification loss to strengthen the model's capacity by amplifying the differences between different prototypes. Finally, we propose a prototype-guided rectification to rectify prediction by incorporating the representability of prototypes. Extensive experiments conducted on the benchmark dataset demonstrate the superior performance of our method compared to existing approaches. The code is available at https://github.com/kunli-cs/PCAN.

CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition

Skeleton-based multi-entity action recognition is a challenging task aiming to identify interactive actions or group activities involving multiple diverse entities. Existing models for individuals often fall short in this task due to the inherent distribution discrepancies among entity skeletons, leading to suboptimal backbone optimization. To this end, we introduce a Convex Hull Adaptive Shift based multi-Entity action recognition method (CHASE), which mitigates inter-entity distribution gaps and unbiases subsequent backbones. Specifically, CHASE comprises a learnable parameterized network and an auxiliary objective. The parameterized network achieves plausible, sample-adaptive repositioning of skeleton sequences through two key components. First, the Implicit Convex Hull Constrained Adaptive Shift ensures that the new origin of the coordinate system is within the skeleton convex hull. Second, the Coefficient Learning Block provides a lightweight parameterization of the mapping from skeleton sequences to their specific coefficients in convex combinations. Moreover, to guide the optimization of this network for discrepancy minimization, we propose the Mini-batch Pair-wise Maximum Mean Discrepancy as the additional objective. CHASE operates as a sample-adaptive normalization method to mitigate inter-entity distribution discrepancies, thereby reducing data bias and improving the subsequent classifier's multi-entity action recognition performance. Extensive experiments on six datasets, including NTU Mutual 11/26, H2O, Assembly101, Collective Activity and Volleyball, consistently verify our approach by seamlessly adapting to single-entity backbones and boosting their performance in multi-entity scenarios. Our code is publicly available at https://github.com/Necolizer/CHASE .

ChildPlay-Hand: A Dataset of Hand Manipulations in the Wild

Hand-Object Interaction (HOI) is gaining significant attention, particularly with the creation of numerous egocentric datasets driven by AR/VR applications. However, third-person view HOI has received less attention, especially in terms of datasets. Most third-person view datasets are curated for action recognition tasks and feature pre-segmented clips of high-level daily activities, leaving a gap for in-the-wild datasets. To address this gap, we propose ChildPlay-Hand, a novel dataset that includes person and object bounding boxes, as well as manipulation actions. ChildPlay-Hand is unique in: (1) providing per-hand annotations; (2) featuring videos in uncontrolled settings with natural interactions, involving both adults and children; (3) including gaze labels from the ChildPlay-Gaze dataset for joint modeling of manipulations and gaze. The manipulation actions cover the main stages of an HOI cycle, such as grasping, holding or operating, and different types of releasing. To illustrate the interest of the dataset, we study two tasks: object in hand detection (OiH), i.e. if a person has an object in their hand, and manipulation stages (ManiS), which is more fine-grained and targets the main stages of manipulation. We benchmark various spatio-temporal and segmentation networks, exploring body vs. hand-region information and comparing pose and RGB modalities. Our findings suggest that ChildPlay-Hand is a challenging new benchmark for modeling HOI in the wild.

Enhancing Next Active Object-based Egocentric Action Anticipation with Guided Attention

Short-term action anticipation (STA) in first-person videos is a challenging task that involves understanding the next active object interactions and predicting future actions. Existing action anticipation methods have primarily focused on utilizing features extracted from video clips, but often overlooked the importance of objects and their interactions. To this end, we propose a novel approach that applies a guided attention mechanism between the objects, and the spatiotemporal features extracted from video clips, enhancing the motion and contextual information, and further decoding the object-centric and motion-centric information to address the problem of STA in egocentric videos. Our method, GANO (Guided Attention for Next active Objects) is a multi-modal, end-to-end, single transformer-based network. The experimental results performed on the largest egocentric dataset demonstrate that GANO outperforms the existing state-of-the-art methods for the prediction of the next active object label, its bounding box location, the corresponding future action, and the time to contact the object. The ablation study shows the positive contribution of the guided attention mechanism compared to other fusion methods. Moreover, it is possible to improve the next active object location and class label prediction results of GANO by just appending the learnable object tokens with the region of interest embeddings.

Ego-Only: Egocentric Action Detection without Exocentric Transferring

We present Ego-Only, the first approach that enables state-of-the-art action detection on egocentric (first-person) videos without any form of exocentric (third-person) transferring. Despite the content and appearance gap separating the two domains, large-scale exocentric transferring has been the default choice for egocentric action detection. This is because prior works found that egocentric models are difficult to train from scratch and that transferring from exocentric representations leads to improved accuracy. However, in this paper, we revisit this common belief. Motivated by the large gap separating the two domains, we propose a strategy that enables effective training of egocentric models without exocentric transferring. Our Ego-Only approach is simple. It trains the video representation with a masked autoencoder finetuned for temporal segmentation. The learned features are then fed to an off-the-shelf temporal action localization method to detect actions. We find that this renders exocentric transferring unnecessary by showing remarkably strong results achieved by this simple Ego-Only approach on three established egocentric video datasets: Ego4D, EPIC-Kitchens-100, and Charades-Ego. On both action detection and action recognition, Ego-Only outperforms previous best exocentric transferring methods that use orders of magnitude more labels. Ego-Only sets new state-of-the-art results on these datasets and benchmarks without exocentric data.

Is attention to bounding boxes all you need for pedestrian action prediction?

The human driver is no longer the only one concerned with the complexity of the driving scenarios. Autonomous vehicles (AV) are similarly becoming involved in the process. Nowadays, the development of AVs in urban places raises essential safety concerns for vulnerable road users (VRUs) such as pedestrians. Therefore, to make the roads safer, it is critical to classify and predict the pedestrians' future behavior. In this paper, we present a framework based on multiple variations of the Transformer models able to infer predict the pedestrian street-crossing decision-making based on the dynamics of its initiated trajectory. We showed that using solely bounding boxes as input features can outperform the previous state-of-the-art results by reaching a prediction accuracy of 91\% and an F1-score of 0.83 on the PIE dataset. In addition, we introduced a large-size simulated dataset (CP2A) using CARLA for action prediction. Our model has similarly reached high accuracy (91\%) and F1-score (0.91) on this dataset. Interestingly, we showed that pre-training our Transformer model on the CP2A dataset and then fine-tuning it on the PIE dataset is beneficial for the action prediction task. Finally, our model's results are successfully supported by the "human attention to bounding boxes" experiment which we created to test humans ability for pedestrian action prediction without the need for environmental context. The code for the dataset and the models is available at: https://github.com/linaashaji/Action_Anticipation

AVA: A Video Dataset of Spatio-temporally Localized Atomic Visual Actions

This paper introduces a video dataset of spatio-temporally localized Atomic Visual Actions (AVA). The AVA dataset densely annotates 80 atomic visual actions in 430 15-minute video clips, where actions are localized in space and time, resulting in 1.58M action labels with multiple labels per person occurring frequently. The key characteristics of our dataset are: (1) the definition of atomic visual actions, rather than composite actions; (2) precise spatio-temporal annotations with possibly multiple annotations for each person; (3) exhaustive annotation of these atomic actions over 15-minute video clips; (4) people temporally linked across consecutive segments; and (5) using movies to gather a varied set of action representations. This departs from existing datasets for spatio-temporal action recognition, which typically provide sparse annotations for composite actions in short video clips. We will release the dataset publicly. AVA, with its realistic scene and action complexity, exposes the intrinsic difficulty of action recognition. To benchmark this, we present a novel approach for action localization that builds upon the current state-of-the-art methods, and demonstrates better performance on JHMDB and UCF101-24 categories. While setting a new state of the art on existing datasets, the overall results on AVA are low at 15.6% mAP, underscoring the need for developing new approaches for video understanding.

SeFAR: Semi-supervised Fine-grained Action Recognition with Temporal Perturbation and Learning Stabilization

Human action understanding is crucial for the advancement of multimodal systems. While recent developments, driven by powerful large language models (LLMs), aim to be general enough to cover a wide range of categories, they often overlook the need for more specific capabilities. In this work, we address the more challenging task of Fine-grained Action Recognition (FAR), which focuses on detailed semantic labels within shorter temporal duration (e.g., "salto backward tucked with 1 turn"). Given the high costs of annotating fine-grained labels and the substantial data needed for fine-tuning LLMs, we propose to adopt semi-supervised learning (SSL). Our framework, SeFAR, incorporates several innovative designs to tackle these challenges. Specifically, to capture sufficient visual details, we construct Dual-level temporal elements as more effective representations, based on which we design a new strong augmentation strategy for the Teacher-Student learning paradigm through involving moderate temporal perturbation. Furthermore, to handle the high uncertainty within the teacher model's predictions for FAR, we propose the Adaptive Regulation to stabilize the learning process. Experiments show that SeFAR achieves state-of-the-art performance on two FAR datasets, FineGym and FineDiving, across various data scopes. It also outperforms other semi-supervised methods on two classical coarse-grained datasets, UCF101 and HMDB51. Further analysis and ablation studies validate the effectiveness of our designs. Additionally, we show that the features extracted by our SeFAR could largely promote the ability of multimodal foundation models to understand fine-grained and domain-specific semantics.

Rethinking Video-Text Understanding: Retrieval from Counterfactually Augmented Data

Recent video-text foundation models have demonstrated strong performance on a wide variety of downstream video understanding tasks. Can these video-text models genuinely understand the contents of natural videos? Standard video-text evaluations could be misleading as many questions can be inferred merely from the objects and contexts in a single frame or biases inherent in the datasets. In this paper, we aim to better assess the capabilities of current video-text models and understand their limitations. We propose a novel evaluation task for video-text understanding, namely retrieval from counterfactually augmented data (RCAD), and a new Feint6K dataset. To succeed on our new evaluation task, models must derive a comprehensive understanding of the video from cross-frame reasoning. Analyses show that previous video-text foundation models can be easily fooled by counterfactually augmented data and are far behind human-level performance. In order to narrow the gap between video-text models and human performance on RCAD, we identify a key limitation of current contrastive approaches on video-text data and introduce LLM-teacher, a more effective approach to learn action semantics by leveraging knowledge obtained from a pretrained large language model. Experiments and analyses show that our approach successfully learn more discriminative action embeddings and improves results on Feint6K when applied to multiple video-text models. Our Feint6K dataset and project page is available at https://feint6k.github.io.

O1 Embedder: Let Retrievers Think Before Action

The growing power of large language models (LLMs) has revolutionized how people access and utilize information. Notably, the LLMs excel at performing fine-grained data representation, which facilitates precise retrieval of information. They also generate high-quality answers based on external references, enabling the production of useful knowledge. The recent introduction of reasoning models, like OpenAI O1 and DeepSeek R1, marks another leap forward, highlighting LLMs' ability to think progressively before delivering final answers. This breakthrough significantly improves the ability to address complex tasks, e.g., coding and math proofs. Inspired by this progress, we aim to develop similar capabilities for retrieval models, which hold great promise for tackling critical challenges in the field, including multi-task retrieval, zero-shot retrieval, and tasks requiring intensive reasoning of complex relationships. With this motivation, we propose a novel approach called O1 Embedder, which generates useful thoughts for the input query before making retrieval for the target documents. To realize this objective, we conquer two technical difficulties. First, we design a data synthesis workflow, creating training signals for O1 Embedder by generating initial thoughts from an LLM-expert and subsequently refining them using a retrieval committee. Second, we optimize the training process, enabling a pre-trained model to be jointly fine-tuned to generate retrieval thoughts via behavior cloning and perform dense retrieval through contrastive learning. Our approach is evaluated by comprehensive experiments, where substantial improvements are achieved across 12 popular datasets, spanning both in-domain and out-of-domain scenarios. These results highlight O1 Embedder's remarkable accuracy and generalizability, paving the way for the development of next-generation IR foundation models.

Hard No-Box Adversarial Attack on Skeleton-Based Human Action Recognition with Skeleton-Motion-Informed Gradient

Recently, methods for skeleton-based human activity recognition have been shown to be vulnerable to adversarial attacks. However, these attack methods require either the full knowledge of the victim (i.e. white-box attacks), access to training data (i.e. transfer-based attacks) or frequent model queries (i.e. black-box attacks). All their requirements are highly restrictive, raising the question of how detrimental the vulnerability is. In this paper, we show that the vulnerability indeed exists. To this end, we consider a new attack task: the attacker has no access to the victim model or the training data or labels, where we coin the term hard no-box attack. Specifically, we first learn a motion manifold where we define an adversarial loss to compute a new gradient for the attack, named skeleton-motion-informed (SMI) gradient. Our gradient contains information of the motion dynamics, which is different from existing gradient-based attack methods that compute the loss gradient assuming each dimension in the data is independent. The SMI gradient can augment many gradient-based attack methods, leading to a new family of no-box attack methods. Extensive evaluation and comparison show that our method imposes a real threat to existing classifiers. They also show that the SMI gradient improves the transferability and imperceptibility of adversarial samples in both no-box and transfer-based black-box settings.

One to rule them all: natural language to bind communication, perception and action

In recent years, research in the area of human-robot interaction has focused on developing robots capable of understanding complex human instructions and performing tasks in dynamic and diverse environments. These systems have a wide range of applications, from personal assistance to industrial robotics, emphasizing the importance of robots interacting flexibly, naturally and safely with humans. This paper presents an advanced architecture for robotic action planning that integrates communication, perception, and planning with Large Language Models (LLMs). Our system is designed to translate commands expressed in natural language into executable robot actions, incorporating environmental information and dynamically updating plans based on real-time feedback. The Planner Module is the core of the system where LLMs embedded in a modified ReAct framework are employed to interpret and carry out user commands. By leveraging their extensive pre-trained knowledge, LLMs can effectively process user requests without the need to introduce new knowledge on the changing environment. The modified ReAct framework further enhances the execution space by providing real-time environmental perception and the outcomes of physical actions. By combining robust and dynamic semantic map representations as graphs with control components and failure explanations, this architecture enhances a robot adaptability, task execution, and seamless collaboration with human users in shared and dynamic environments. Through the integration of continuous feedback loops with the environment the system can dynamically adjusts the plan to accommodate unexpected changes, optimizing the robot ability to perform tasks. Using a dataset of previous experience is possible to provide detailed feedback about the failure. Updating the LLMs context of the next iteration with suggestion on how to overcame the issue.

Computer Vision for Clinical Gait Analysis: A Gait Abnormality Video Dataset

Clinical gait analysis (CGA) using computer vision is an emerging field in artificial intelligence that faces barriers of accessible, real-world data, and clear task objectives. This paper lays the foundation for current developments in CGA as well as vision-based methods and datasets suitable for gait analysis. We introduce The Gait Abnormality in Video Dataset (GAVD) in response to our review of over 150 current gait-related computer vision datasets, which highlighted the need for a large and accessible gait dataset clinically annotated for CGA. GAVD stands out as the largest video gait dataset, comprising 1874 sequences of normal, abnormal and pathological gaits. Additionally, GAVD includes clinically annotated RGB data sourced from publicly available content on online platforms. It also encompasses over 400 subjects who have undergone clinical grade visual screening to represent a diverse range of abnormal gait patterns, captured in various settings, including hospital clinics and urban uncontrolled outdoor environments. We demonstrate the validity of the dataset and utility of action recognition models for CGA using pretrained models Temporal Segment Networks(TSN) and SlowFast network to achieve video abnormality detection of 94% and 92% respectively when tested on GAVD dataset. A GitHub repository https://github.com/Rahmyyy/GAVD consisting of convenient URL links, and clinically relevant annotation for CGA is provided for over 450 online videos, featuring diverse subjects performing a range of normal, pathological, and abnormal gait patterns.

A Dataset for Interactive Vision-Language Navigation with Unknown Command Feasibility

Vision-language navigation (VLN), in which an agent follows language instruction in a visual environment, has been studied under the premise that the input command is fully feasible in the environment. Yet in practice, a request may not be possible due to language ambiguity or environment changes. To study VLN with unknown command feasibility, we introduce a new dataset Mobile app Tasks with Iterative Feedback (MoTIF), where the goal is to complete a natural language command in a mobile app. Mobile apps provide a scalable domain to study real downstream uses of VLN methods. Moreover, mobile app commands provide instruction for interactive navigation, as they result in action sequences with state changes via clicking, typing, or swiping. MoTIF is the first to include feasibility annotations, containing both binary feasibility labels and fine-grained labels for why tasks are unsatisfiable. We further collect follow-up questions for ambiguous queries to enable research on task uncertainty resolution. Equipped with our dataset, we propose the new problem of feasibility prediction, in which a natural language instruction and multimodal app environment are used to predict command feasibility. MoTIF provides a more realistic app dataset as it contains many diverse environments, high-level goals, and longer action sequences than prior work. We evaluate interactive VLN methods using MoTIF, quantify the generalization ability of current approaches to new app environments, and measure the effect of task feasibility on navigation performance.

Estimation-Action-Reflection: Towards Deep Interaction Between Conversational and Recommender Systems

Recommender systems are embracing conversational technologies to obtain user preferences dynamically, and to overcome inherent limitations of their static models. A successful Conversational Recommender System (CRS) requires proper handling of interactions between conversation and recommendation. We argue that three fundamental problems need to be solved: 1) what questions to ask regarding item attributes, 2) when to recommend items, and 3) how to adapt to the users' online feedback. To the best of our knowledge, there lacks a unified framework that addresses these problems. In this work, we fill this missing interaction framework gap by proposing a new CRS framework named Estimation-Action-Reflection, or EAR, which consists of three stages to better converse with users. (1) Estimation, which builds predictive models to estimate user preference on both items and item attributes; (2) Action, which learns a dialogue policy to determine whether to ask attributes or recommend items, based on Estimation stage and conversation history; and (3) Reflection, which updates the recommender model when a user rejects the recommendations made by the Action stage. We present two conversation scenarios on binary and enumerated questions, and conduct extensive experiments on two datasets from Yelp and LastFM, for each scenario, respectively. Our experiments demonstrate significant improvements over the state-of-the-art method CRM [32], corresponding to fewer conversation turns and a higher level of recommendation hits.

SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation

Our goal is to synthesize 3D human motions given textual inputs describing simultaneous actions, for example 'waving hand' while 'walking' at the same time. We refer to generating such simultaneous movements as performing 'spatial compositions'. In contrast to temporal compositions that seek to transition from one action to another, spatial compositing requires understanding which body parts are involved in which action, to be able to move them simultaneously. Motivated by the observation that the correspondence between actions and body parts is encoded in powerful language models, we extract this knowledge by prompting GPT-3 with text such as "what are the body parts involved in the action <action name>?", while also providing the parts list and few-shot examples. Given this action-part mapping, we combine body parts from two motions together and establish the first automated method to spatially compose two actions. However, training data with compositional actions is always limited by the combinatorics. Hence, we further create synthetic data with this approach, and use it to train a new state-of-the-art text-to-motion generation model, called SINC ("SImultaneous actioN Compositions for 3D human motions"). In our experiments, that training with such GPT-guided synthetic data improves spatial composition generation over baselines. Our code is publicly available at https://sinc.is.tue.mpg.de/.

Hollywood in Homes: Crowdsourcing Data Collection for Activity Understanding

Computer vision has a great potential to help our daily lives by searching for lost keys, watering flowers or reminding us to take a pill. To succeed with such tasks, computer vision methods need to be trained from real and diverse examples of our daily dynamic scenes. While most of such scenes are not particularly exciting, they typically do not appear on YouTube, in movies or TV broadcasts. So how do we collect sufficiently many diverse but boring samples representing our lives? We propose a novel Hollywood in Homes approach to collect such data. Instead of shooting videos in the lab, we ensure diversity by distributing and crowdsourcing the whole process of video creation from script writing to video recording and annotation. Following this procedure we collect a new dataset, Charades, with hundreds of people recording videos in their own homes, acting out casual everyday activities. The dataset is composed of 9,848 annotated videos with an average length of 30 seconds, showing activities of 267 people from three continents. Each video is annotated by multiple free-text descriptions, action labels, action intervals and classes of interacted objects. In total, Charades provides 27,847 video descriptions, 66,500 temporally localized intervals for 157 action classes and 41,104 labels for 46 object classes. Using this rich data, we evaluate and provide baseline results for several tasks including action recognition and automatic description generation. We believe that the realism, diversity, and casual nature of this dataset will present unique challenges and new opportunities for computer vision community.

Octo-planner: On-device Language Model for Planner-Action Agents

AI agents have become increasingly significant in various domains, enabling autonomous decision-making and problem-solving. To function effectively, these agents require a planning process that determines the best course of action and then executes the planned actions. In this paper, we present an efficient on-device Planner-Action framework that separates planning and action execution into two distinct components: a planner agent based on Phi-3 Mini, a 3.8 billion parameter LLM optimized for edge devices, and an action agent using the Octopus model for function execution. The planner agent first responds to user queries by decomposing tasks into a sequence of sub-steps, which are then executed by the action agent. To optimize performance on resource-constrained devices, we employ model fine-tuning instead of in-context learning, reducing computational costs and energy consumption while improving response times. Our approach involves using GPT-4 to generate diverse planning queries and responses based on available functions, with subsequent validations to ensure data quality. We fine-tune the Phi-3 Mini model on this curated dataset, achieving a 97\% success rate in our in-domain test environment. To address multi-domain planning challenges, we developed a multi-LoRA training method that merges weights from LoRAs trained on distinct function subsets. This approach enables flexible handling of complex, multi-domain queries while maintaining computational efficiency on resource-constrained devices. To support further research, we have open-sourced our model weights at https://huggingface.co./NexaAIDev/octopus-planning. For the demo, please refer to https://www.nexa4ai.com/octo-planner.

Dialog2Flow: Pre-training Soft-Contrastive Action-Driven Sentence Embeddings for Automatic Dialog Flow Extraction

Efficiently deriving structured workflows from unannotated dialogs remains an underexplored and formidable challenge in computational linguistics. Automating this process could significantly accelerate the manual design of workflows in new domains and enable the grounding of large language models in domain-specific flowcharts, enhancing transparency and controllability. In this paper, we introduce Dialog2Flow (D2F) embeddings, which differ from conventional sentence embeddings by mapping utterances to a latent space where they are grouped according to their communicative and informative functions (i.e., the actions they represent). D2F allows for modeling dialogs as continuous trajectories in a latent space with distinct action-related regions. By clustering D2F embeddings, the latent space is quantized, and dialogs can be converted into sequences of region/action IDs, facilitating the extraction of the underlying workflow. To pre-train D2F, we build a comprehensive dataset by unifying twenty task-oriented dialog datasets with normalized per-turn action annotations. We also introduce a novel soft contrastive loss that leverages the semantic information of these actions to guide the representation learning process, showing superior performance compared to standard supervised contrastive loss. Evaluation against various sentence embeddings, including dialog-specific ones, demonstrates that D2F yields superior qualitative and quantitative results across diverse domains.

Assessing the Zero-Shot Capabilities of LLMs for Action Evaluation in RL

The temporal credit assignment problem is a central challenge in Reinforcement Learning (RL), concerned with attributing the appropriate influence to each actions in a trajectory for their ability to achieve a goal. However, when feedback is delayed and sparse, the learning signal is poor, and action evaluation becomes harder. Canonical solutions, such as reward shaping and options, require extensive domain knowledge and manual intervention, limiting their scalability and applicability. In this work, we lay the foundations for Credit Assignment with Language Models (CALM), a novel approach that leverages Large Language Models (LLMs) to automate credit assignment via reward shaping and options discovery. CALM uses LLMs to decompose a task into elementary subgoals and assess the achievement of these subgoals in state-action transitions. Every time an option terminates, a subgoal is achieved, and CALM provides an auxiliary reward. This additional reward signal can enhance the learning process when the task reward is sparse and delayed without the need for human-designed rewards. We provide a preliminary evaluation of CALM using a dataset of human-annotated demonstrations from MiniHack, suggesting that LLMs can be effective in assigning credit in zero-shot settings, without examples or LLM fine-tuning. Our preliminary results indicate that the knowledge of LLMs is a promising prior for credit assignment in RL, facilitating the transfer of human knowledge into value functions.

Efficient Video Action Detection with Token Dropout and Context Refinement

Streaming video clips with large-scale video tokens impede vision transformers (ViTs) for efficient recognition, especially in video action detection where sufficient spatiotemporal representations are required for precise actor identification. In this work, we propose an end-to-end framework for efficient video action detection (EVAD) based on vanilla ViTs. Our EVAD consists of two specialized designs for video action detection. First, we propose a spatiotemporal token dropout from a keyframe-centric perspective. In a video clip, we maintain all tokens from its keyframe, preserve tokens relevant to actor motions from other frames, and drop out the remaining tokens in this clip. Second, we refine scene context by leveraging remaining tokens for better recognizing actor identities. The region of interest (RoI) in our action detector is expanded into temporal domain. The captured spatiotemporal actor identity representations are refined via scene context in a decoder with the attention mechanism. These two designs make our EVAD efficient while maintaining accuracy, which is validated on three benchmark datasets (i.e., AVA, UCF101-24, JHMDB). Compared to the vanilla ViT backbone, our EVAD reduces the overall GFLOPs by 43% and improves real-time inference speed by 40% with no performance degradation. Moreover, even at similar computational costs, our EVAD can improve the performance by 1.1 mAP with higher resolution inputs. Code is available at https://github.com/MCG-NJU/EVAD.

Prediction with Action: Visual Policy Learning via Joint Denoising Process

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

EventTransAct: A video transformer-based framework for Event-camera based action recognition

Recognizing and comprehending human actions and gestures is a crucial perception requirement for robots to interact with humans and carry out tasks in diverse domains, including service robotics, healthcare, and manufacturing. Event cameras, with their ability to capture fast-moving objects at a high temporal resolution, offer new opportunities compared to standard action recognition in RGB videos. However, previous research on event camera action recognition has primarily focused on sensor-specific network architectures and image encoding, which may not be suitable for new sensors and limit the use of recent advancements in transformer-based architectures. In this study, we employ a computationally efficient model, namely the video transformer network (VTN), which initially acquires spatial embeddings per event-frame and then utilizes a temporal self-attention mechanism. In order to better adopt the VTN for the sparse and fine-grained nature of event data, we design Event-Contrastive Loss (L_{EC}) and event-specific augmentations. Proposed L_{EC} promotes learning fine-grained spatial cues in the spatial backbone of VTN by contrasting temporally misaligned frames. We evaluate our method on real-world action recognition of N-EPIC Kitchens dataset, and achieve state-of-the-art results on both protocols - testing in seen kitchen (74.9\% accuracy) and testing in unseen kitchens (42.43\% and 46.66\% Accuracy). Our approach also takes less computation time compared to competitive prior approaches, which demonstrates the potential of our framework EventTransAct for real-world applications of event-camera based action recognition. Project Page: https://tristandb8.github.io/EventTransAct_webpage/

Policy Regularization with Dataset Constraint for Offline Reinforcement Learning

We consider the problem of learning the best possible policy from a fixed dataset, known as offline Reinforcement Learning (RL). A common taxonomy of existing offline RL works is policy regularization, which typically constrains the learned policy by distribution or support of the behavior policy. However, distribution and support constraints are overly conservative since they both force the policy to choose similar actions as the behavior policy when considering particular states. It will limit the learned policy's performance, especially when the behavior policy is sub-optimal. In this paper, we find that regularizing the policy towards the nearest state-action pair can be more effective and thus propose Policy Regularization with Dataset Constraint (PRDC). When updating the policy in a given state, PRDC searches the entire dataset for the nearest state-action sample and then restricts the policy with the action of this sample. Unlike previous works, PRDC can guide the policy with proper behaviors from the dataset, allowing it to choose actions that do not appear in the dataset along with the given state. It is a softer constraint but still keeps enough conservatism from out-of-distribution actions. Empirical evidence and theoretical analysis show that PRDC can alleviate offline RL's fundamentally challenging value overestimation issue with a bounded performance gap. Moreover, on a set of locomotion and navigation tasks, PRDC achieves state-of-the-art performance compared with existing methods. Code is available at https://github.com/LAMDA-RL/PRDC

PSUMNet: Unified Modality Part Streams are All You Need for Efficient Pose-based Action Recognition

Pose-based action recognition is predominantly tackled by approaches which treat the input skeleton in a monolithic fashion, i.e. joints in the pose tree are processed as a whole. However, such approaches ignore the fact that action categories are often characterized by localized action dynamics involving only small subsets of part joint groups involving hands (e.g. `Thumbs up') or legs (e.g. `Kicking'). Although part-grouping based approaches exist, each part group is not considered within the global pose frame, causing such methods to fall short. Further, conventional approaches employ independent modality streams (e.g. joint, bone, joint velocity, bone velocity) and train their network multiple times on these streams, which massively increases the number of training parameters. To address these issues, we introduce PSUMNet, a novel approach for scalable and efficient pose-based action recognition. At the representation level, we propose a global frame based part stream approach as opposed to conventional modality based streams. Within each part stream, the associated data from multiple modalities is unified and consumed by the processing pipeline. Experimentally, PSUMNet achieves state of the art performance on the widely used NTURGB+D 60/120 dataset and dense joint skeleton dataset NTU 60-X/120-X. PSUMNet is highly efficient and outperforms competing methods which use 100%-400% more parameters. PSUMNet also generalizes to the SHREC hand gesture dataset with competitive performance. Overall, PSUMNet's scalability, performance and efficiency makes it an attractive choice for action recognition and for deployment on compute-restricted embedded and edge devices. Code and pretrained models can be accessed at https://github.com/skelemoa/psumnet

Tell me what you see: A zero-shot action recognition method based on natural language descriptions

This paper presents a novel approach to Zero-Shot Action Recognition. Recent works have explored the detection and classification of objects to obtain semantic information from videos with remarkable performance. Inspired by them, we propose using video captioning methods to extract semantic information about objects, scenes, humans, and their relationships. To the best of our knowledge, this is the first work to represent both videos and labels with descriptive sentences. More specifically, we represent videos using sentences generated via video captioning methods and classes using sentences extracted from documents acquired through search engines on the Internet. Using these representations, we build a shared semantic space employing BERT-based embedders pre-trained in the paraphrasing task on multiple text datasets. The projection of both visual and semantic information onto this space is straightforward, as they are sentences, enabling classification using the nearest neighbor rule. We demonstrate that representing videos and labels with sentences alleviates the domain adaptation problem. Additionally, we show that word vectors are unsuitable for building the semantic embedding space of our descriptions. Our method outperforms the state-of-the-art performance on the UCF101 dataset by 3.3 p.p. in accuracy under the TruZe protocol and achieves competitive results on both the UCF101 and HMDB51 datasets under the conventional protocol (0/50\% - training/testing split). Our code is available at https://github.com/valterlej/zsarcap.

ShowUI: One Vision-Language-Action Model for GUI Visual Agent

Building Graphical User Interface (GUI) assistants holds significant promise for enhancing human workflow productivity. While most agents are language-based, relying on closed-source API with text-rich meta-information (e.g., HTML or accessibility tree), they show limitations in perceiving UI visuals as humans do, highlighting the need for GUI visual agents. In this work, we develop a vision-language-action model in digital world, namely ShowUI, which features the following innovations: (i) UI-Guided Visual Token Selection to reduce computational costs by formulating screenshots as an UI connected graph, adaptively identifying their redundant relationship and serve as the criteria for token selection during self-attention blocks; (ii) Interleaved Vision-Language-Action Streaming that flexibly unifies diverse needs within GUI tasks, enabling effective management of visual-action history in navigation or pairing multi-turn query-action sequences per screenshot to enhance training efficiency; (iii) Small-scale High-quality GUI Instruction-following Datasets by careful data curation and employing a resampling strategy to address significant data type imbalances. With above components, ShowUI, a lightweight 2B model using 256K data, achieves a strong 75.1% accuracy in zero-shot screenshot grounding. Its UI-guided token selection further reduces 33% of redundant visual tokens during training and speeds up the performance by 1.4x. Navigation experiments across web Mind2Web, mobile AITW, and online MiniWob environments further underscore the effectiveness and potential of our model in advancing GUI visual agents. The models are available at https://github.com/showlab/ShowUI.

Mental-LLM: Leveraging Large Language Models for Mental Health Prediction via Online Text Data

Advances in large language models (LLMs) have empowered a variety of applications. However, there is still a significant gap in research when it comes to understanding and enhancing the capabilities of LLMs in the field of mental health. In this work, we present the first comprehensive evaluation of multiple LLMs, including Alpaca, Alpaca-LoRA, FLAN-T5, GPT-3.5, and GPT-4, on various mental health prediction tasks via online text data. We conduct a broad range of experiments, covering zero-shot prompting, few-shot prompting, and instruction fine-tuning. The results indicate a promising yet limited performance of LLMs with zero-shot and few-shot prompt designs for the mental health tasks. More importantly, our experiments show that instruction finetuning can significantly boost the performance of LLMs for all tasks simultaneously. Our best-finetuned models, Mental-Alpaca and Mental-FLAN-T5, outperform the best prompt design of GPT-3.5 (25 and 15 times bigger) by 10.9% on balanced accuracy and the best of GPT-4 (250 and 150 times bigger) by 4.8%. They further perform on par with the state-of-the-art task-specific language model. We also conduct an exploratory case study on LLMs' capability on the mental health reasoning tasks, illustrating the promising capability of certain models such as GPT-4. We summarize our findings into a set of action guidelines for potential methods to enhance LLMs' capability for mental health tasks. Meanwhile, we also emphasize the important limitations before achieving deployability in real-world mental health settings, such as known racial and gender bias. We highlight the important ethical risks accompanying this line of research.

Intelligent Sensing-to-Action for Robust Autonomy at the Edge: Opportunities and Challenges

Autonomous edge computing in robotics, smart cities, and autonomous vehicles relies on the seamless integration of sensing, processing, and actuation for real-time decision-making in dynamic environments. At its core is the sensing-to-action loop, which iteratively aligns sensor inputs with computational models to drive adaptive control strategies. These loops can adapt to hyper-local conditions, enhancing resource efficiency and responsiveness, but also face challenges such as resource constraints, synchronization delays in multi-modal data fusion, and the risk of cascading errors in feedback loops. This article explores how proactive, context-aware sensing-to-action and action-to-sensing adaptations can enhance efficiency by dynamically adjusting sensing and computation based on task demands, such as sensing a very limited part of the environment and predicting the rest. By guiding sensing through control actions, action-to-sensing pathways can improve task relevance and resource use, but they also require robust monitoring to prevent cascading errors and maintain reliability. Multi-agent sensing-action loops further extend these capabilities through coordinated sensing and actions across distributed agents, optimizing resource use via collaboration. Additionally, neuromorphic computing, inspired by biological systems, provides an efficient framework for spike-based, event-driven processing that conserves energy, reduces latency, and supports hierarchical control--making it ideal for multi-agent optimization. This article highlights the importance of end-to-end co-design strategies that align algorithmic models with hardware and environmental dynamics and improve cross-layer interdependencies to improve throughput, precision, and adaptability for energy-efficient edge autonomy in complex environments.

PoAct: Policy and Action Dual-Control Agent for Generalized Applications

Based on their superior comprehension and reasoning capabilities, Large Language Model (LLM) driven agent frameworks have achieved significant success in numerous complex reasoning tasks. ReAct-like agents can solve various intricate problems step-by-step through progressive planning and tool calls, iteratively optimizing new steps based on environmental feedback. However, as the planning capabilities of LLMs improve, the actions invoked by tool calls in ReAct-like frameworks often misalign with complex planning and challenging data organization. Code Action addresses these issues while also introducing the challenges of a more complex action space and more difficult action organization. To leverage Code Action and tackle the challenges of its complexity, this paper proposes Policy and Action Dual-Control Agent (PoAct) for generalized applications. The aim is to achieve higher-quality code actions and more accurate reasoning paths by dynamically switching reasoning policies and modifying the action space. Experimental results on the Agent Benchmark for both legal and generic scenarios demonstrate the superior reasoning capabilities and reduced token consumption of our approach in complex tasks. On the LegalAgentBench, our method shows a 20 percent improvement over the baseline while requiring fewer tokens. We conducted experiments and analyses on the GPT-4o and GLM-4 series models, demonstrating the significant potential and scalability of our approach to solve complex problems.

Test-Time Zero-Shot Temporal Action Localization

Zero-Shot Temporal Action Localization (ZS-TAL) seeks to identify and locate actions in untrimmed videos unseen during training. Existing ZS-TAL methods involve fine-tuning a model on a large amount of annotated training data. While effective, training-based ZS-TAL approaches assume the availability of labeled data for supervised learning, which can be impractical in some applications. Furthermore, the training process naturally induces a domain bias into the learned model, which may adversely affect the model's generalization ability to arbitrary videos. These considerations prompt us to approach the ZS-TAL problem from a radically novel perspective, relaxing the requirement for training data. To this aim, we introduce a novel method that performs Test-Time adaptation for Temporal Action Localization (T3AL). In a nutshell, T3AL adapts a pre-trained Vision and Language Model (VLM). T3AL operates in three steps. First, a video-level pseudo-label of the action category is computed by aggregating information from the entire video. Then, action localization is performed adopting a novel procedure inspired by self-supervised learning. Finally, frame-level textual descriptions extracted with a state-of-the-art captioning model are employed for refining the action region proposals. We validate the effectiveness of T3AL by conducting experiments on the THUMOS14 and the ActivityNet-v1.3 datasets. Our results demonstrate that T3AL significantly outperforms zero-shot baselines based on state-of-the-art VLMs, confirming the benefit of a test-time adaptation approach.

MVHumanNet: A Large-scale Dataset of Multi-view Daily Dressing Human Captures

In this era, the success of large language models and text-to-image models can be attributed to the driving force of large-scale datasets. However, in the realm of 3D vision, while remarkable progress has been made with models trained on large-scale synthetic and real-captured object data like Objaverse and MVImgNet, a similar level of progress has not been observed in the domain of human-centric tasks partially due to the lack of a large-scale human dataset. Existing datasets of high-fidelity 3D human capture continue to be mid-sized due to the significant challenges in acquiring large-scale high-quality 3D human data. To bridge this gap, we present MVHumanNet, a dataset that comprises multi-view human action sequences of 4,500 human identities. The primary focus of our work is on collecting human data that features a large number of diverse identities and everyday clothing using a multi-view human capture system, which facilitates easily scalable data collection. Our dataset contains 9,000 daily outfits, 60,000 motion sequences and 645 million frames with extensive annotations, including human masks, camera parameters, 2D and 3D keypoints, SMPL/SMPLX parameters, and corresponding textual descriptions. To explore the potential of MVHumanNet in various 2D and 3D visual tasks, we conducted pilot studies on view-consistent action recognition, human NeRF reconstruction, text-driven view-unconstrained human image generation, as well as 2D view-unconstrained human image and 3D avatar generation. Extensive experiments demonstrate the performance improvements and effective applications enabled by the scale provided by MVHumanNet. As the current largest-scale 3D human dataset, we hope that the release of MVHumanNet data with annotations will foster further innovations in the domain of 3D human-centric tasks at scale.

Android in the Wild: A Large-Scale Dataset for Android Device Control

There is a growing interest in device-control systems that can interpret human natural language instructions and execute them on a digital device by directly controlling its user interface. We present a dataset for device-control research, Android in the Wild (AITW), which is orders of magnitude larger than current datasets. The dataset contains human demonstrations of device interactions, including the screens and actions, and corresponding natural language instructions. It consists of 715k episodes spanning 30k unique instructions, four versions of Android (v10-13),and eight device types (Pixel 2 XL to Pixel 6) with varying screen resolutions. It contains multi-step tasks that require semantic understanding of language and visual context. This dataset poses a new challenge: actions available through the user interface must be inferred from their visual appearance. And, instead of simple UI element-based actions, the action space consists of precise gestures (e.g., horizontal scrolls to operate carousel widgets). We organize our dataset to encourage robustness analysis of device-control systems, i.e., how well a system performs in the presence of new task descriptions, new applications, or new platform versions. We develop two agents and report performance across the dataset. The dataset is available at https://github.com/google-research/google-research/tree/master/android_in_the_wild.

SlowFast-VGen: Slow-Fast Learning for Action-Driven Long Video Generation

Human beings are endowed with a complementary learning system, which bridges the slow learning of general world dynamics with fast storage of episodic memory from a new experience. Previous video generation models, however, primarily focus on slow learning by pre-training on vast amounts of data, overlooking the fast learning phase crucial for episodic memory storage. This oversight leads to inconsistencies across temporally distant frames when generating longer videos, as these frames fall beyond the model's context window. To this end, we introduce SlowFast-VGen, a novel dual-speed learning system for action-driven long video generation. Our approach incorporates a masked conditional video diffusion model for the slow learning of world dynamics, alongside an inference-time fast learning strategy based on a temporal LoRA module. Specifically, the fast learning process updates its temporal LoRA parameters based on local inputs and outputs, thereby efficiently storing episodic memory in its parameters. We further propose a slow-fast learning loop algorithm that seamlessly integrates the inner fast learning loop into the outer slow learning loop, enabling the recall of prior multi-episode experiences for context-aware skill learning. To facilitate the slow learning of an approximate world model, we collect a large-scale dataset of 200k videos with language action annotations, covering a wide range of scenarios. Extensive experiments show that SlowFast-VGen outperforms baselines across various metrics for action-driven video generation, achieving an FVD score of 514 compared to 782, and maintaining consistency in longer videos, with an average of 0.37 scene cuts versus 0.89. The slow-fast learning loop algorithm significantly enhances performances on long-horizon planning tasks as well. Project Website: https://slowfast-vgen.github.io

QUAR-VLA: Vision-Language-Action Model for Quadruped Robots

The important manifestation of robot intelligence is the ability to naturally interact and autonomously make decisions. Traditional approaches to robot control often compartmentalize perception, planning, and decision-making, simplifying system design but limiting the synergy between different information streams. This compartmentalization poses challenges in achieving seamless autonomous reasoning, decision-making, and action execution. To address these limitations, a novel paradigm, named Vision-Language-Action tasks for QUAdruped Robots (QUAR-VLA), has been introduced in this paper. This approach tightly integrates visual information and instructions to generate executable actions, effectively merging perception, planning, and decision-making. The central idea is to elevate the overall intelligence of the robot. Within this framework, a notable challenge lies in aligning fine-grained instructions with visual perception information. This emphasizes the complexity involved in ensuring that the robot accurately interprets and acts upon detailed instructions in harmony with its visual observations. Consequently, we propose QUAdruped Robotic Transformer (QUART), a family of VLA models to integrate visual information and instructions from diverse modalities as input and generates executable actions for real-world robots and present QUAdruped Robot Dataset (QUARD), a large-scale multi-task dataset including navigation, complex terrain locomotion, and whole-body manipulation tasks for training QUART models. Our extensive evaluation (4000 evaluation trials) shows that our approach leads to performant robotic policies and enables QUART to obtain a range of emergent capabilities.

Harnessing Mixed Offline Reinforcement Learning Datasets via Trajectory Weighting

Most offline reinforcement learning (RL) algorithms return a target policy maximizing a trade-off between (1) the expected performance gain over the behavior policy that collected the dataset, and (2) the risk stemming from the out-of-distribution-ness of the induced state-action occupancy. It follows that the performance of the target policy is strongly related to the performance of the behavior policy and, thus, the trajectory return distribution of the dataset. We show that in mixed datasets consisting of mostly low-return trajectories and minor high-return trajectories, state-of-the-art offline RL algorithms are overly restrained by low-return trajectories and fail to exploit high-performing trajectories to the fullest. To overcome this issue, we show that, in deterministic MDPs with stochastic initial states, the dataset sampling can be re-weighted to induce an artificial dataset whose behavior policy has a higher return. This re-weighted sampling strategy may be combined with any offline RL algorithm. We further analyze that the opportunity for performance improvement over the behavior policy correlates with the positive-sided variance of the returns of the trajectories in the dataset. We empirically show that while CQL, IQL, and TD3+BC achieve only a part of this potential policy improvement, these same algorithms combined with our reweighted sampling strategy fully exploit the dataset. Furthermore, we empirically demonstrate that, despite its theoretical limitation, the approach may still be efficient in stochastic environments. The code is available at https://github.com/Improbable-AI/harness-offline-rl.

Human-Activity AGV Quality Assessment: A Benchmark Dataset and an Objective Evaluation Metric

AI-driven video generation techniques have made significant progress in recent years. However, AI-generated videos (AGVs) involving human activities often exhibit substantial visual and semantic distortions, hindering the practical application of video generation technologies in real-world scenarios. To address this challenge, we conduct a pioneering study on human activity AGV quality assessment, focusing on visual quality evaluation and the identification of semantic distortions. First, we construct the AI-Generated Human activity Video Quality Assessment (Human-AGVQA) dataset, consisting of 3,200 AGVs derived from 8 popular text-to-video (T2V) models using 400 text prompts that describe diverse human activities. We conduct a subjective study to evaluate the human appearance quality, action continuity quality, and overall video quality of AGVs, and identify semantic issues of human body parts. Based on Human-AGVQA, we benchmark the performance of T2V models and analyze their strengths and weaknesses in generating different categories of human activities. Second, we develop an objective evaluation metric, named AI-Generated Human activity Video Quality metric (GHVQ), to automatically analyze the quality of human activity AGVs. GHVQ systematically extracts human-focused quality features, AI-generated content-aware quality features, and temporal continuity features, making it a comprehensive and explainable quality metric for human activity AGVs. The extensive experimental results show that GHVQ outperforms existing quality metrics on the Human-AGVQA dataset by a large margin, demonstrating its efficacy in assessing the quality of human activity AGVs. The Human-AGVQA dataset and GHVQ metric will be released in public at https://github.com/zczhang-sjtu/GHVQ.git

Guided Interpretable Facial Expression Recognition via Spatial Action Unit Cues

Although state-of-the-art classifiers for facial expression recognition (FER) can achieve a high level of accuracy, they lack interpretability, an important feature for end-users. Experts typically associate spatial action units (\aus) from a codebook to facial regions for the visual interpretation of expressions. In this paper, the same expert steps are followed. A new learning strategy is proposed to explicitly incorporate \au cues into classifier training, allowing to train deep interpretable models. During training, this \au codebook is used, along with the input image expression label, and facial landmarks, to construct a \au heatmap that indicates the most discriminative image regions of interest w.r.t the facial expression. This valuable spatial cue is leveraged to train a deep interpretable classifier for FER. This is achieved by constraining the spatial layer features of a classifier to be correlated with \au heatmaps. Using a composite loss, the classifier is trained to correctly classify an image while yielding interpretable visual layer-wise attention correlated with \au maps, simulating the expert decision process. Our strategy only relies on image class expression for supervision, without additional manual annotations. Our new strategy is generic, and can be applied to any deep CNN- or transformer-based classifier without requiring any architectural change or significant additional training time. Our extensive evaluation on two public benchmarks \rafdb, and \affectnet datasets shows that our proposed strategy can improve layer-wise interpretability without degrading classification performance. In addition, we explore a common type of interpretable classifiers that rely on class activation mapping (CAM) methods, and show that our approach can also improve CAM interpretability.

NurViD: A Large Expert-Level Video Database for Nursing Procedure Activity Understanding

The application of deep learning to nursing procedure activity understanding has the potential to greatly enhance the quality and safety of nurse-patient interactions. By utilizing the technique, we can facilitate training and education, improve quality control, and enable operational compliance monitoring. However, the development of automatic recognition systems in this field is currently hindered by the scarcity of appropriately labeled datasets. The existing video datasets pose several limitations: 1) these datasets are small-scale in size to support comprehensive investigations of nursing activity; 2) they primarily focus on single procedures, lacking expert-level annotations for various nursing procedures and action steps; and 3) they lack temporally localized annotations, which prevents the effective localization of targeted actions within longer video sequences. To mitigate these limitations, we propose NurViD, a large video dataset with expert-level annotation for nursing procedure activity understanding. NurViD consists of over 1.5k videos totaling 144 hours, making it approximately four times longer than the existing largest nursing activity datasets. Notably, it encompasses 51 distinct nursing procedures and 177 action steps, providing a much more comprehensive coverage compared to existing datasets that primarily focus on limited procedures. To evaluate the efficacy of current deep learning methods on nursing activity understanding, we establish three benchmarks on NurViD: procedure recognition on untrimmed videos, procedure and action recognition on trimmed videos, and action detection. Our benchmark and code will be available at https://github.com/minghu0830/NurViD-benchmark.

LAC: Latent Action Composition for Skeleton-based Action Segmentation

Skeleton-based action segmentation requires recognizing composable actions in untrimmed videos. Current approaches decouple this problem by first extracting local visual features from skeleton sequences and then processing them by a temporal model to classify frame-wise actions. However, their performances remain limited as the visual features cannot sufficiently express composable actions. In this context, we propose Latent Action Composition (LAC), a novel self-supervised framework aiming at learning from synthesized composable motions for skeleton-based action segmentation. LAC is composed of a novel generation module towards synthesizing new sequences. Specifically, we design a linear latent space in the generator to represent primitive motion. New composed motions can be synthesized by simply performing arithmetic operations on latent representations of multiple input skeleton sequences. LAC leverages such synthesized sequences, which have large diversity and complexity, for learning visual representations of skeletons in both sequence and frame spaces via contrastive learning. The resulting visual encoder has a high expressive power and can be effectively transferred onto action segmentation tasks by end-to-end fine-tuning without the need for additional temporal models. We conduct a study focusing on transfer-learning and we show that representations learned from pre-trained LAC outperform the state-of-the-art by a large margin on TSU, Charades, PKU-MMD datasets.

AntGPT: Can Large Language Models Help Long-term Action Anticipation from Videos?

Can we better anticipate an actor's future actions (e.g. mix eggs) by knowing what commonly happens after his/her current action (e.g. crack eggs)? What if we also know the longer-term goal of the actor (e.g. making egg fried rice)? The long-term action anticipation (LTA) task aims to predict an actor's future behavior from video observations in the form of verb and noun sequences, and it is crucial for human-machine interaction. We propose to formulate the LTA task from two perspectives: a bottom-up approach that predicts the next actions autoregressively by modeling temporal dynamics; and a top-down approach that infers the goal of the actor and plans the needed procedure to accomplish the goal. We hypothesize that large language models (LLMs), which have been pretrained on procedure text data (e.g. recipes, how-tos), have the potential to help LTA from both perspectives. It can help provide the prior knowledge on the possible next actions, and infer the goal given the observed part of a procedure, respectively. To leverage the LLMs, we propose a two-stage framework, AntGPT. It first recognizes the actions already performed in the observed videos and then asks an LLM to predict the future actions via conditioned generation, or to infer the goal and plan the whole procedure by chain-of-thought prompting. Empirical results on the Ego4D LTA v1 and v2 benchmarks, EPIC-Kitchens-55, as well as EGTEA GAZE+ demonstrate the effectiveness of our proposed approach. AntGPT achieves state-of-the-art performance on all above benchmarks, and can successfully infer the goal and thus perform goal-conditioned "counterfactual" prediction via qualitative analysis. Code and model will be released at https://brown-palm.github.io/AntGPT

SpikMamba: When SNN meets Mamba in Event-based Human Action Recognition

Human action recognition (HAR) plays a key role in various applications such as video analysis, surveillance, autonomous driving, robotics, and healthcare. Most HAR algorithms are developed from RGB images, which capture detailed visual information. However, these algorithms raise concerns in privacy-sensitive environments due to the recording of identifiable features. Event cameras offer a promising solution by capturing scene brightness changes sparsely at the pixel level, without capturing full images. Moreover, event cameras have high dynamic ranges that can effectively handle scenarios with complex lighting conditions, such as low light or high contrast environments. However, using event cameras introduces challenges in modeling the spatially sparse and high temporal resolution event data for HAR. To address these issues, we propose the SpikMamba framework, which combines the energy efficiency of spiking neural networks and the long sequence modeling capability of Mamba to efficiently capture global features from spatially sparse and high a temporal resolution event data. Additionally, to improve the locality of modeling, a spiking window-based linear attention mechanism is used. Extensive experiments show that SpikMamba achieves remarkable recognition performance, surpassing the previous state-of-the-art by 1.45%, 7.22%, 0.15%, and 3.92% on the PAF, HARDVS, DVS128, and E-FAction datasets, respectively. The code is available at https://github.com/Typistchen/SpikMamba.

Should ChatGPT and Bard Share Revenue with Their Data Providers? A New Business Model for the AI Era

With various AI tools such as ChatGPT becoming increasingly popular, we are entering a true AI era. We can foresee that exceptional AI tools will soon reap considerable profits. A crucial question arise: should AI tools share revenue with their training data providers in additional to traditional stakeholders and shareholders? The answer is Yes. Large AI tools, such as large language models, always require more and better quality data to continuously improve, but current copyright laws limit their access to various types of data. Sharing revenue between AI tools and their data providers could transform the current hostile zero-sum game relationship between AI tools and a majority of copyrighted data owners into a collaborative and mutually beneficial one, which is necessary to facilitate the development of a virtuous cycle among AI tools, their users and data providers that drives forward AI technology and builds a healthy AI ecosystem. However, current revenue-sharing business models do not work for AI tools in the forthcoming AI era, since the most widely used metrics for website-based traffic and action, such as clicks, will be replaced by new metrics such as prompts and cost per prompt for generative AI tools. A completely new revenue-sharing business model, which must be almost independent of AI tools and be easily explained to data providers, needs to establish a prompt-based scoring system to measure data engagement of each data provider. This paper systematically discusses how to build such a scoring system for all data providers for AI tools based on classification and content similarity models, and outlines the requirements for AI tools or third parties to build it. Sharing revenue with data providers using such a scoring system would encourage more data owners to participate in the revenue-sharing program. This will be a utilitarian AI era where all parties benefit.

Towards Good Practices for Missing Modality Robust Action Recognition

Standard multi-modal models assume the use of the same modalities in training and inference stages. However, in practice, the environment in which multi-modal models operate may not satisfy such assumption. As such, their performances degrade drastically if any modality is missing in the inference stage. We ask: how can we train a model that is robust to missing modalities? This paper seeks a set of good practices for multi-modal action recognition, with a particular interest in circumstances where some modalities are not available at an inference time. First, we study how to effectively regularize the model during training (e.g., data augmentation). Second, we investigate on fusion methods for robustness to missing modalities: we find that transformer-based fusion shows better robustness for missing modality than summation or concatenation. Third, we propose a simple modular network, ActionMAE, which learns missing modality predictive coding by randomly dropping modality features and tries to reconstruct them with the remaining modality features. Coupling these good practices, we build a model that is not only effective in multi-modal action recognition but also robust to modality missing. Our model achieves the state-of-the-arts on multiple benchmarks and maintains competitive performances even in missing modality scenarios. Codes are available at https://github.com/sangminwoo/ActionMAE.

Robots Pre-train Robots: Manipulation-Centric Robotic Representation from Large-Scale Robot Dataset

The pre-training of visual representations has enhanced the efficiency of robot learning. Due to the lack of large-scale in-domain robotic datasets, prior works utilize in-the-wild human videos to pre-train robotic visual representation. Despite their promising results, representations from human videos are inevitably subject to distribution shifts and lack the dynamics information crucial for task completion. We first evaluate various pre-trained representations in terms of their correlation to the downstream robotic manipulation tasks (i.e., manipulation centricity). Interestingly, we find that the "manipulation centricity" is a strong indicator of success rates when applied to downstream tasks. Drawing from these findings, we propose Manipulation Centric Representation (MCR), a foundation representation learning framework capturing both visual features and the dynamics information such as actions and proprioceptions of manipulation tasks to improve manipulation centricity. Specifically, we pre-train a visual encoder on the DROID robotic dataset and leverage motion-relevant data such as robot proprioceptive states and actions. We introduce a novel contrastive loss that aligns visual observations with the robot's proprioceptive state-action dynamics, combined with a behavior cloning (BC)-like actor loss to predict actions during pre-training, along with a time contrastive loss. Empirical results across 4 simulation domains with 20 tasks verify that MCR outperforms the strongest baseline method by 14.8%. Moreover, MCR boosts the performance of data-efficient learning with a UR5e arm on 3 real-world tasks by 76.9%. Project website: https://robots-pretrain-robots.github.io/.

QuantumLLMInstruct: A 500k LLM Instruction-Tuning Dataset with Problem-Solution Pairs for Quantum Computing

We present QuantumLLMInstruct (QLMMI), an innovative dataset featuring over 500,000 meticulously curated instruction-following problem-solution pairs designed specifically for quantum computing - the largest and most comprehensive dataset of its kind. Originating from over 90 primary seed domains and encompassing hundreds of subdomains autonomously generated by LLMs, QLMMI marks a transformative step in the diversity and richness of quantum computing datasets. Designed for instruction fine-tuning, QLMMI seeks to significantly improve LLM performance in addressing complex quantum computing challenges across a wide range of quantum physics topics. While Large Language Models (LLMs) have propelled advancements in computational science with datasets like Omni-MATH and OpenMathInstruct, these primarily target Olympiad-level mathematics, leaving quantum computing largely unexplored. The creation of QLMMI follows a rigorous four-stage methodology. Initially, foundational problems are developed using predefined templates, focusing on critical areas such as synthetic Hamiltonians, QASM code generation, Jordan-Wigner transformations, and Trotter-Suzuki quantum circuit decompositions. Next, detailed and domain-specific solutions are crafted to ensure accuracy and relevance. In the third stage, the dataset is enriched through advanced reasoning techniques, including Chain-of-Thought (CoT) and Task-Oriented Reasoning and Action (ToRA), which enhance problem-solution diversity while adhering to strict mathematical standards. Lastly, a zero-shot Judge LLM performs self-assessments to validate the dataset's quality and reliability, minimizing human oversight requirements.

Benchmarking AIGC Video Quality Assessment: A Dataset and Unified Model

In recent years, artificial intelligence (AI) driven video generation has garnered significant attention due to advancements in stable diffusion and large language model techniques. Thus, there is a great demand for accurate video quality assessment (VQA) models to measure the perceptual quality of AI-generated content (AIGC) videos as well as optimize video generation techniques. However, assessing the quality of AIGC videos is quite challenging due to the highly complex distortions they exhibit (e.g., unnatural action, irrational objects, etc.). Therefore, in this paper, we try to systemically investigate the AIGC-VQA problem from both subjective and objective quality assessment perspectives. For the subjective perspective, we construct a Large-scale Generated Vdeo Quality assessment (LGVQ) dataset, consisting of 2,808 AIGC videos generated by 6 video generation models using 468 carefully selected text prompts. Unlike previous subjective VQA experiments, we evaluate the perceptual quality of AIGC videos from three dimensions: spatial quality, temporal quality, and text-to-video alignment, which hold utmost importance for current video generation techniques. For the objective perspective, we establish a benchmark for evaluating existing quality assessment metrics on the LGVQ dataset, which reveals that current metrics perform poorly on the LGVQ dataset. Thus, we propose a Unify Generated Video Quality assessment (UGVQ) model to comprehensively and accurately evaluate the quality of AIGC videos across three aspects using a unified model, which uses visual, textual and motion features of video and corresponding prompt, and integrates key features to enhance feature expression. We hope that our benchmark can promote the development of quality evaluation metrics for AIGC videos. The LGVQ dataset and the UGVQ metric will be publicly released.

MerRec: A Large-scale Multipurpose Mercari Dataset for Consumer-to-Consumer Recommendation Systems

In the evolving e-commerce field, recommendation systems crucially shape user experience and engagement. The rise of Consumer-to-Consumer (C2C) recommendation systems, noted for their flexibility and ease of access for customer vendors, marks a significant trend. However, the academic focus remains largely on Business-to-Consumer (B2C) models, leaving a gap filled by the limited C2C recommendation datasets that lack in item attributes, user diversity, and scale. The intricacy of C2C recommendation systems is further accentuated by the dual roles users assume as both sellers and buyers, introducing a spectrum of less uniform and varied inputs. Addressing this, we introduce MerRec, the first large-scale dataset specifically for C2C recommendations, sourced from the Mercari e-commerce platform, covering millions of users and products over 6 months in 2023. MerRec not only includes standard features such as user_id, item_id, and session_id, but also unique elements like timestamped action types, product taxonomy, and textual product attributes, offering a comprehensive dataset for research. This dataset, extensively evaluated across six recommendation tasks, establishes a new benchmark for the development of advanced recommendation algorithms in real-world scenarios, bridging the gap between academia and industry and propelling the study of C2C recommendations.

Ensemble One-dimensional Convolution Neural Networks for Skeleton-based Action Recognition

In this paper, we proposed a effective but extensible residual one-dimensional convolution neural network as base network, based on the this network, we proposed four subnets to explore the features of skeleton sequences from each aspect. Given a skeleton sequences, the spatial information are encoded into the skeleton joints coordinate in a frame and the temporal information are present by multiple frames. Limited by the skeleton sequence representations, two-dimensional convolution neural network cannot be used directly, we chose one-dimensional convolution layer as the basic layer. Each sub network could extract discriminative features from different aspects. Our first subnet is a two-stream network which could explore both temporal and spatial information. The second is a body-parted network, which could gain micro spatial features and macro temporal features. The third one is an attention network, the main contribution of which is to focus the key frames and feature channels which high related with the action classes in a skeleton sequence. One frame-difference network, as the last subnet, mainly processes the joints changes between the consecutive frames. Four subnets ensemble together by late fusion, the key problem of ensemble method is each subnet should have a certain performance and between the subnets, there are diversity existing. Each subnet shares a wellperformance basenet and differences between subnets guaranteed the diversity. Experimental results show that the ensemble network gets a state-of-the-art performance on three widely used datasets.

Towards Generalist Robot Policies: What Matters in Building Vision-Language-Action Models

Foundation Vision Language Models (VLMs) exhibit strong capabilities in multi-modal representation learning, comprehension, and reasoning. By injecting action components into the VLMs, Vision-Language-Action Models (VLAs) can be naturally formed and also show promising performance. Existing work has demonstrated the effectiveness and generalization of VLAs in multiple scenarios and tasks. Nevertheless, the transfer from VLMs to VLAs is not trivial since existing VLAs differ in their backbones, action-prediction formulations, data distributions, and training recipes. This leads to a missing piece for a systematic understanding of the design choices of VLAs. In this work, we disclose the key factors that significantly influence the performance of VLA and focus on answering three essential design choices: which backbone to select, how to formulate the VLA architectures, and when to add cross-embodiment data. The obtained results convince us firmly to explain why we need VLA and develop a new family of VLAs, RoboVLMs, which require very few manual designs and achieve a new state-of-the-art performance in three simulation tasks and real-world experiments. Through our extensive experiments, which include over 8 VLM backbones, 4 policy architectures, and over 600 distinct designed experiments, we provide a detailed guidebook for the future design of VLAs. In addition to the study, the highly flexible RoboVLMs framework, which supports easy integrations of new VLMs and free combinations of various design choices, is made public to facilitate future research. We open-source all details, including codes, models, datasets, and toolkits, along with detailed training and evaluation recipes at: robovlms.github.io.

Synchronization is All You Need: Exocentric-to-Egocentric Transfer for Temporal Action Segmentation with Unlabeled Synchronized Video Pairs

We consider the problem of transferring a temporal action segmentation system initially designed for exocentric (fixed) cameras to an egocentric scenario, where wearable cameras capture video data. The conventional supervised approach requires the collection and labeling of a new set of egocentric videos to adapt the model, which is costly and time-consuming. Instead, we propose a novel methodology which performs the adaptation leveraging existing labeled exocentric videos and a new set of unlabeled, synchronized exocentric-egocentric video pairs, for which temporal action segmentation annotations do not need to be collected. We implement the proposed methodology with an approach based on knowledge distillation, which we investigate both at the feature and Temporal Action Segmentation model level. Experiments on Assembly101 and EgoExo4D demonstrate the effectiveness of the proposed method against classic unsupervised domain adaptation and temporal alignment approaches. Without bells and whistles, our best model performs on par with supervised approaches trained on labeled egocentric data, without ever seeing a single egocentric label, achieving a +15.99 improvement in the edit score (28.59 vs 12.60) on the Assembly101 dataset compared to a baseline model trained solely on exocentric data. In similar settings, our method also improves edit score by +3.32 on the challenging EgoExo4D benchmark. Code is available here: https://github.com/fpv-iplab/synchronization-is-all-you-need.

Modality Mixer Exploiting Complementary Information for Multi-modal Action Recognition

Due to the distinctive characteristics of sensors, each modality exhibits unique physical properties. For this reason, in the context of multi-modal action recognition, it is important to consider not only the overall action content but also the complementary nature of different modalities. In this paper, we propose a novel network, named Modality Mixer (M-Mixer) network, which effectively leverages and incorporates the complementary information across modalities with the temporal context of actions for action recognition. A key component of our proposed M-Mixer is the Multi-modal Contextualization Unit (MCU), a simple yet effective recurrent unit. Our MCU is responsible for temporally encoding a sequence of one modality (e.g., RGB) with action content features of other modalities (e.g., depth and infrared modalities). This process encourages M-Mixer network to exploit global action content and also to supplement complementary information of other modalities. Furthermore, to extract appropriate complementary information regarding to the given modality settings, we introduce a new module, named Complementary Feature Extraction Module (CFEM). CFEM incorporates sepearte learnable query embeddings for each modality, which guide CFEM to extract complementary information and global action content from the other modalities. As a result, our proposed method outperforms state-of-the-art methods on NTU RGB+D 60, NTU RGB+D 120, and NW-UCLA datasets. Moreover, through comprehensive ablation studies, we further validate the effectiveness of our proposed method.

EmoSet: A Large-scale Visual Emotion Dataset with Rich Attributes

Visual Emotion Analysis (VEA) aims at predicting people's emotional responses to visual stimuli. This is a promising, yet challenging, task in affective computing, which has drawn increasing attention in recent years. Most of the existing work in this area focuses on feature design, while little attention has been paid to dataset construction. In this work, we introduce EmoSet, the first large-scale visual emotion dataset annotated with rich attributes, which is superior to existing datasets in four aspects: scale, annotation richness, diversity, and data balance. EmoSet comprises 3.3 million images in total, with 118,102 of these images carefully labeled by human annotators, making it five times larger than the largest existing dataset. EmoSet includes images from social networks, as well as artistic images, and it is well balanced between different emotion categories. Motivated by psychological studies, in addition to emotion category, each image is also annotated with a set of describable emotion attributes: brightness, colorfulness, scene type, object class, facial expression, and human action, which can help understand visual emotions in a precise and interpretable way. The relevance of these emotion attributes is validated by analyzing the correlations between them and visual emotion, as well as by designing an attribute module to help visual emotion recognition. We believe EmoSet will bring some key insights and encourage further research in visual emotion analysis and understanding. Project page: https://vcc.tech/EmoSet.

Cross-Modal Learning with 3D Deformable Attention for Action Recognition

An important challenge in vision-based action recognition is the embedding of spatiotemporal features with two or more heterogeneous modalities into a single feature. In this study, we propose a new 3D deformable transformer for action recognition with adaptive spatiotemporal receptive fields and a cross-modal learning scheme. The 3D deformable transformer consists of three attention modules: 3D deformability, local joint stride, and temporal stride attention. The two cross-modal tokens are input into the 3D deformable attention module to create a cross-attention token with a reflected spatiotemporal correlation. Local joint stride attention is applied to spatially combine attention and pose tokens. Temporal stride attention temporally reduces the number of input tokens in the attention module and supports temporal expression learning without the simultaneous use of all tokens. The deformable transformer iterates L-times and combines the last cross-modal token for classification. The proposed 3D deformable transformer was tested on the NTU60, NTU120, FineGYM, and PennAction datasets, and showed results better than or similar to pre-trained state-of-the-art methods even without a pre-training process. In addition, by visualizing important joints and correlations during action recognition through spatial joint and temporal stride attention, the possibility of achieving an explainable potential for action recognition is presented.

AD-H: Autonomous Driving with Hierarchical Agents

Due to the impressive capabilities of multimodal large language models (MLLMs), recent works have focused on employing MLLM-based agents for autonomous driving in large-scale and dynamic environments. However, prevalent approaches often directly translate high-level instructions into low-level vehicle control signals, which deviates from the inherent language generation paradigm of MLLMs and fails to fully harness their emergent powers. As a result, the generalizability of these methods is highly restricted by autonomous driving datasets used during fine-tuning. To tackle this challenge, we propose to connect high-level instructions and low-level control signals with mid-level language-driven commands, which are more fine-grained than high-level instructions but more universal and explainable than control signals, and thus can effectively bridge the gap in between. We implement this idea through a hierarchical multi-agent driving system named AD-H, including a MLLM planner for high-level reasoning and a lightweight controller for low-level execution. The hierarchical design liberates the MLLM from low-level control signal decoding and therefore fully releases their emergent capability in high-level perception, reasoning, and planning. We build a new dataset with action hierarchy annotations. Comprehensive closed-loop evaluations demonstrate several key advantages of our proposed AD-H system. First, AD-H can notably outperform state-of-the-art methods in achieving exceptional driving performance, even exhibiting self-correction capabilities during vehicle operation, a scenario not encountered in the training dataset. Second, AD-H demonstrates superior generalization under long-horizon instructions and novel environmental conditions, significantly surpassing current state-of-the-art methods. We will make our data and code publicly accessible at https://github.com/zhangzaibin/AD-H

OmniManip: Towards General Robotic Manipulation via Object-Centric Interaction Primitives as Spatial Constraints

The development of general robotic systems capable of manipulating in unstructured environments is a significant challenge. While Vision-Language Models(VLM) excel in high-level commonsense reasoning, they lack the fine-grained 3D spatial understanding required for precise manipulation tasks. Fine-tuning VLM on robotic datasets to create Vision-Language-Action Models(VLA) is a potential solution, but it is hindered by high data collection costs and generalization issues. To address these challenges, we propose a novel object-centric representation that bridges the gap between VLM's high-level reasoning and the low-level precision required for manipulation. Our key insight is that an object's canonical space, defined by its functional affordances, provides a structured and semantically meaningful way to describe interaction primitives, such as points and directions. These primitives act as a bridge, translating VLM's commonsense reasoning into actionable 3D spatial constraints. In this context, we introduce a dual closed-loop, open-vocabulary robotic manipulation system: one loop for high-level planning through primitive resampling, interaction rendering and VLM checking, and another for low-level execution via 6D pose tracking. This design ensures robust, real-time control without requiring VLM fine-tuning. Extensive experiments demonstrate strong zero-shot generalization across diverse robotic manipulation tasks, highlighting the potential of this approach for automating large-scale simulation data generation.

CDFSL-V: Cross-Domain Few-Shot Learning for Videos

Few-shot video action recognition is an effective approach to recognizing new categories with only a few labeled examples, thereby reducing the challenges associated with collecting and annotating large-scale video datasets. Existing methods in video action recognition rely on large labeled datasets from the same domain. However, this setup is not realistic as novel categories may come from different data domains that may have different spatial and temporal characteristics. This dissimilarity between the source and target domains can pose a significant challenge, rendering traditional few-shot action recognition techniques ineffective. To address this issue, in this work, we propose a novel cross-domain few-shot video action recognition method that leverages self-supervised learning and curriculum learning to balance the information from the source and target domains. To be particular, our method employs a masked autoencoder-based self-supervised training objective to learn from both source and target data in a self-supervised manner. Then a progressive curriculum balances learning the discriminative information from the source dataset with the generic information learned from the target domain. Initially, our curriculum utilizes supervised learning to learn class discriminative features from the source data. As the training progresses, we transition to learning target-domain-specific features. We propose a progressive curriculum to encourage the emergence of rich features in the target domain based on class discriminative supervised features in the source domain. %a schedule that helps with this transition. We evaluate our method on several challenging benchmark datasets and demonstrate that our approach outperforms existing cross-domain few-shot learning techniques. Our code is available at https://github.com/Sarinda251/CDFSL-V{https://github.com/Sarinda251/CDFSL-V}

Game On: Towards Language Models as RL Experimenters

We propose an agent architecture that automates parts of the common reinforcement learning experiment workflow, to enable automated mastery of control domains for embodied agents. To do so, it leverages a VLM to perform some of the capabilities normally required of a human experimenter, including the monitoring and analysis of experiment progress, the proposition of new tasks based on past successes and failures of the agent, decomposing tasks into a sequence of subtasks (skills), and retrieval of the skill to execute - enabling our system to build automated curricula for learning. We believe this is one of the first proposals for a system that leverages a VLM throughout the full experiment cycle of reinforcement learning. We provide a first prototype of this system, and examine the feasibility of current models and techniques for the desired level of automation. For this, we use a standard Gemini model, without additional fine-tuning, to provide a curriculum of skills to a language-conditioned Actor-Critic algorithm, in order to steer data collection so as to aid learning new skills. Data collected in this way is shown to be useful for learning and iteratively improving control policies in a robotics domain. Additional examination of the ability of the system to build a growing library of skills, and to judge the progress of the training of those skills, also shows promising results, suggesting that the proposed architecture provides a potential recipe for fully automated mastery of tasks and domains for embodied agents.

RDT-1B: a Diffusion Foundation Model for Bimanual Manipulation

Bimanual manipulation is essential in robotics, yet developing foundation models is extremely challenging due to the inherent complexity of coordinating two robot arms (leading to multi-modal action distributions) and the scarcity of training data. In this paper, we present the Robotics Diffusion Transformer (RDT), a pioneering diffusion foundation model for bimanual manipulation. RDT builds on diffusion models to effectively represent multi-modality, with innovative designs of a scalable Transformer to deal with the heterogeneity of multi-modal inputs and to capture the nonlinearity and high frequency of robotic data. To address data scarcity, we further introduce a Physically Interpretable Unified Action Space, which can unify the action representations of various robots while preserving the physical meanings of original actions, facilitating learning transferrable physical knowledge. With these designs, we managed to pre-train RDT on the largest collection of multi-robot datasets to date and scaled it up to 1.2B parameters, which is the largest diffusion-based foundation model for robotic manipulation. We finally fine-tuned RDT on a self-created multi-task bimanual dataset with over 6K+ episodes to refine its manipulation capabilities. Experiments on real robots demonstrate that RDT significantly outperforms existing methods. It exhibits zero-shot generalization to unseen objects and scenes, understands and follows language instructions, learns new skills with just 1~5 demonstrations, and effectively handles complex, dexterous tasks. We refer to https://rdt-robotics.github.io/rdt-robotics/ for the code and videos.

OphNet: A Large-Scale Video Benchmark for Ophthalmic Surgical Workflow Understanding

Surgical scene perception via videos are critical for advancing robotic surgery, telesurgery, and AI-assisted surgery, particularly in ophthalmology. However, the scarcity of diverse and richly annotated video datasets has hindered the development of intelligent systems for surgical workflow analysis. Existing datasets for surgical workflow analysis, which typically face challenges such as small scale, a lack of diversity in surgery and phase categories, and the absence of time-localized annotations, limit the requirements for action understanding and model generalization validation in complex and diverse real-world surgical scenarios. To address this gap, we introduce OphNet, a large-scale, expert-annotated video benchmark for ophthalmic surgical workflow understanding. OphNet features: 1) A diverse collection of 2,278 surgical videos spanning 66 types of cataract, glaucoma, and corneal surgeries, with detailed annotations for 102 unique surgical phases and 150 granular operations; 2) It offers sequential and hierarchical annotations for each surgery, phase, and operation, enabling comprehensive understanding and improved interpretability; 3) Moreover, OphNet provides time-localized annotations, facilitating temporal localization and prediction tasks within surgical workflows. With approximately 205 hours of surgical videos, OphNet is about 20 times larger than the largest existing surgical workflow analysis benchmark. Our dataset and code have been made available at: https://github.com/minghu0830/OphNet-benchmark.

RSPNet: Relative Speed Perception for Unsupervised Video Representation Learning

We study unsupervised video representation learning that seeks to learn both motion and appearance features from unlabeled video only, which can be reused for downstream tasks such as action recognition. This task, however, is extremely challenging due to 1) the highly complex spatial-temporal information in videos; and 2) the lack of labeled data for training. Unlike the representation learning for static images, it is difficult to construct a suitable self-supervised task to well model both motion and appearance features. More recently, several attempts have been made to learn video representation through video playback speed prediction. However, it is non-trivial to obtain precise speed labels for the videos. More critically, the learnt models may tend to focus on motion pattern and thus may not learn appearance features well. In this paper, we observe that the relative playback speed is more consistent with motion pattern, and thus provide more effective and stable supervision for representation learning. Therefore, we propose a new way to perceive the playback speed and exploit the relative speed between two video clips as labels. In this way, we are able to well perceive speed and learn better motion features. Moreover, to ensure the learning of appearance features, we further propose an appearance-focused task, where we enforce the model to perceive the appearance difference between two video clips. We show that optimizing the two tasks jointly consistently improves the performance on two downstream tasks, namely action recognition and video retrieval. Remarkably, for action recognition on UCF101 dataset, we achieve 93.7% accuracy without the use of labeled data for pre-training, which outperforms the ImageNet supervised pre-trained model. Code and pre-trained models can be found at https://github.com/PeihaoChen/RSPNet.

Universal Actions for Enhanced Embodied Foundation Models

Training on diverse, internet-scale data is a key factor in the success of recent large foundation models. Yet, using the same recipe for building embodied agents has faced noticeable difficulties. Despite the availability of many crowd-sourced embodied datasets, their action spaces often exhibit significant heterogeneity due to distinct physical embodiment and control interfaces for different robots, causing substantial challenges in developing embodied foundation models using cross-domain data. In this paper, we introduce UniAct, a new embodied foundation modeling framework operating in a tokenized Universal Action Space. Our learned universal actions capture the generic atomic behaviors across diverse robots by exploiting their shared structural features, and enable enhanced cross-domain data utilization and cross-embodiment generalizations by eliminating the notorious heterogeneity. The universal actions can be efficiently translated back to heterogeneous actionable commands by simply adding embodiment-specific details, from which fast adaptation to new robots becomes simple and straightforward. Our 0.5B instantiation of UniAct outperforms 14X larger SOTA embodied foundation models in extensive evaluations on various real-world and simulation robots, showcasing exceptional cross-embodiment control and adaptation capability, highlighting the crucial benefit of adopting universal actions. Project page: https://github.com/2toinf/UniAct

"Kurosawa": A Script Writer's Assistant

Storytelling is the lifeline of the entertainment industry -- movies, TV shows, and stand-up comedies, all need stories. A good and gripping script is the lifeline of storytelling and demands creativity and resource investment. Good scriptwriters are rare to find and often work under severe time pressure. Consequently, entertainment media are actively looking for automation. In this paper, we present an AI-based script-writing workbench called KUROSAWA which addresses the tasks of plot generation and script generation. Plot generation aims to generate a coherent and creative plot (600-800 words) given a prompt (15-40 words). Script generation, on the other hand, generates a scene (200-500 words) in a screenplay format from a brief description (15-40 words). Kurosawa needs data to train. We use a 4-act structure of storytelling to annotate the plot dataset manually. We create a dataset of 1000 manually annotated plots and their corresponding prompts/storylines and a gold-standard dataset of 1000 scenes with four main elements -- scene headings, action lines, dialogues, and character names -- tagged individually. We fine-tune GPT-3 with the above datasets to generate plots and scenes. These plots and scenes are first evaluated and then used by the scriptwriters of a large and famous media platform ErosNow. We release the annotated datasets and the models trained on these datasets as a working benchmark for automatic movie plot and script generation.