OpenRaiser/Intern-Atlas huggingface dataset:
Are Large Language Models Reliable Argument Quality Annotators?
Venue: arXiv cs.CL 2024
Year: 2024

Evaluating the quality of arguments is a crucial aspect of any system leveraging argument mining. However, it is a challenge to obtain reliable and consistent annotations regarding argument quality, as this usually requires domain-specific expertise of the annotators. Even among experts, the assessment of argument quality is often inconsistent due to the inherent subjectivity of this task. In this paper, we study the potential of using state-of-the-art large language models (LLMs) as proxies for argument quality annotators. To assess the capability of LLMs in this regard, we analyze the agreement between model, human expert, and human novice annotators based on an established taxonomy of argument quality dimensions. Our findings highlight that LLMs can produce consistent annotations, with a moderately high agreement with human experts across most of the quality dimensions. Moreover, we show that using LLMs as additional annotators can significantly improve the agreement between annotators. These results suggest that LLMs can serve as a valuable tool for automated argument quality assessment, thus streamlining and accelerating the evaluation of large argument datasets.
Unveiling Imitation Learning: Exploring the Impact of Data Falsity to Large Language Model
Venue: arXiv cs.CL 2024
Year: 2024

Many recent studies endeavor to improve open-source language models through imitation learning, and re-training on the synthetic instruction data from state-of-the-art proprietary models like ChatGPT and GPT-4. However, the innate nature of synthetic data inherently contains noisy data, giving rise to a substantial presence of low-quality data replete with erroneous responses, and flawed reasoning. Although we intuitively grasp the potential harm of noisy data, we lack a quantitative understanding of its impact. To this end, this paper explores the correlation between the degree of noise and its impact on language models through instruction tuning. We first introduce the Falsity-Controllable (FACO) dataset, which comprises pairs of true answers with corresponding reasoning, as well as false pairs to manually control the falsity ratio of the dataset.Through our extensive experiments, we found multiple intriguing findings of the correlation between the factuality of the dataset and instruction tuning: Specifically, we verified falsity of the instruction is highly relevant to various benchmark scores. Moreover, when LLMs are trained with false instructions, they learn to lie and generate fake unfaithful answers, even though they know the correct answer for the user request. Additionally, we noted that once the language model is trained with a dataset contaminated by noise, restoring its original performance is possible, but it failed to reach full performance.
Photo-Realistic Image Restoration in the Wild with Controlled Vision-Language Models
Venue: arXiv cs.CV 2024
Year: 2024

Though diffusion models have been successfully applied to various image restoration (IR) tasks, their performance is sensitive to the choice of training datasets. Typically, diffusion models trained in specific datasets fail to recover images that have out-of-distribution degradations. To address this problem, this work leverages a capable vision-language model and a synthetic degradation pipeline to learn image restoration in the wild (wild IR). More specifically, all low-quality images are simulated with a synthetic degradation pipeline that contains multiple common degradations such as blur, resize, noise, and JPEG compression. Then we introduce robust training for a degradation-aware CLIP model to extract enriched image content features to assist high-quality image restoration. Our base diffusion model is the image restoration SDE (IR-SDE). Built upon it, we further present a posterior sampling strategy for fast noise-free image generation. We evaluate our model on both synthetic and real-world degradation datasets. Moreover, experiments on the unified image restoration task illustrate that the proposed posterior sampling improves image generation quality for various degradations.
Weighted Sum-Rate Maximization for Movable Antenna-Enhanced Wireless Networks
Venue: arXiv cs.IT 2024
Year: 2024

This letter investigates the weighted sum rate maximization problem in movable antenna (MA)-enhanced systems. To reduce the computational complexity, we transform it into a more tractable weighted minimum mean square error (WMMSE) problem well-suited for MA. We then adopt the WMMSE algorithm and majorization-minimization algorithm to optimize the beamforming and antenna positions, respectively. Moreover, we propose a planar movement mode, which constrains each MA to a specified area, we obtain a low-complexity closed-form solution. Numerical results demonstrate that the MA-enhanced system outperforms the conventional system. Besides, the computation time for the planar movement mode is reduced by approximately 30\% at a little performance expense.
Improved methodology for longitudinal Web analytics using Common Crawl
Venue: arXiv cs.NI 2024
Year: 2024

Common Crawl is a multi-petabyte longitudinal dataset containing over 100 billion web pages which is widely used as a source of language data for sequence model training and in web science research. Each of its constituent archives is on the order of 75TB in size. Using it for research, particularly longitudinal studies, which necessarily involve multiple archives, is therefore very expensive in terms of compute time and storage space and/or web bandwidth. Two new methods for mitigating this problem are presented here, based on exploiting and extending the much smaller (<200 gigabytes (GB) compressed) _index_ which is available for each archive. By adding Last-Modified timestamps to the index we enable longitudinal exploration using only a single archive. By comparing the distribution of index features for each of the 100 segments into which archive is divided with their distribution over the whole archive, we have identified the least and most representative segments for a number of recent archives. Using this allows the segment(s) that are most representative of an archive to be used as proxies for the whole. We illustrate this approach in an analysis of changes in URI length over time, leading to an unanticipated insight into the how the creation of Web pages has changed over time.
The Devil is in the Few Shots: Iterative Visual Knowledge Completion for Few-shot Learning
Venue: arXiv cs.CV 2024
Year: 2024

Contrastive Language-Image Pre-training (CLIP) has shown powerful zero-shot learning performance. Few-shot learning aims to further enhance the transfer capability of CLIP by giving few images in each class, aka 'few shots'. Most existing methods either implicitly learn from the few shots by incorporating learnable prompts or adapters, or explicitly embed them in a cache model for inference. However, the narrow distribution of few shots often contains incomplete class information, leading to biased visual knowledge with high risk of misclassification. To tackle this problem, recent methods propose to supplement visual knowledge by generative models or extra databases, which can be costly and time-consuming. In this paper, we propose an Iterative Visual Knowledge CompLetion (KCL) method to complement visual knowledge by properly taking advantages of unlabeled samples without access to any auxiliary or synthetic data. Specifically, KCL first measures the similarities between unlabeled samples and each category. Then, the samples with top confidence to each category is selected and collected by a designed confidence criterion. Finally, the collected samples are treated as labeled ones and added to few shots to jointly re-estimate the remaining unlabeled ones. The above procedures will be repeated for a certain number of iterations with more and more samples being collected until convergence, ensuring a progressive and robust knowledge completion process. Extensive experiments on 11 benchmark datasets demonstrate the effectiveness and efficiency of KCL as a plug-and-play module under both few-shot and zero-shot learning settings. Code is available at https://github.com/Mark-Sky/KCL.
NTIRE 2024 Challenge on Image Super-Resolution ($\times$4): Methods and Results
Venue: arXiv cs.CV 2024
Year: 2024

This paper reviews the NTIRE 2024 challenge on image super-resolution ($\times$4), highlighting the solutions proposed and the outcomes obtained. The challenge involves generating corresponding high-resolution (HR) images, magnified by a factor of four, from low-resolution (LR) inputs using prior information. The LR images originate from bicubic downsampling degradation. The aim of the challenge is to obtain designs/solutions with the most advanced SR performance, with no constraints on computational resources (e.g., model size and FLOPs) or training data. The track of this challenge assesses performance with the PSNR metric on the DIV2K testing dataset. The competition attracted 199 registrants, with 20 teams submitting valid entries. This collective endeavour not only pushes the boundaries of performance in single-image SR but also offers a comprehensive overview of current trends in this field.
Hardness of Packing, Covering and Partitioning Simple Polygons with Unit Squares
Venue: arXiv cs.CG 2024
Year: 2024

We show that packing axis-aligned unit squares into a simple polygon $P$ is NP-hard, even when $P$ is an orthogonal and orthogonally convex polygon with half-integer coordinates. It has been known since the early 80s that packing unit squares into a polygon with holes is NP-hard~[Fowler, Paterson, Tanimoto, Inf. Process. Lett., 1981], but the version without holes was conjectured to be polynomial-time solvable more than two decades ago~[Baur and Fekete, Algorithmica, 2001]. Our reduction relies on a new way of reducing from \textsc{Planar-3SAT}. Interestingly, our geometric realization of a planar formula is non-planar. Vertices become rows and edges become columns, with crossings being allowed. The planarity ensures that all endpoints of rows and columns are incident to the outer face of the resulting drawing. We can then construct a polygon following the outer face that realizes all the logic of the formula geometrically, without the need of any holes. This new reduction technique proves to be general enough to also show hardness of two natural covering and partitioning problems, even when the input polygon is simple. We say that a polygon $Q$ is \emph{small} if $Q$ is contained in a unit square. We prove that it is NP-hard to find a minimum number of small polygons whose union is $P$ (covering) and to find a minimum number of pairwise interior-disjoint small polygons whose union is $P$ (partitioning), when $P$ is an orthogonal simple polygon with half-integer coordinates. This is the first partitioning problem known to be NP-hard for polygons without holes, with the usual objective of minimizing the number of pieces.
Flow-Based Synthesis of Reactive Tests for Discrete Decision-Making Systems with Temporal Logic Specifications
Venue: arXiv cs.FL 2024
Year: 2024

Designing tests to evaluate if a given autonomous system satisfies complex specifications is challenging due to the complexity of these systems. This work proposes a flow-based approach for reactive test synthesis from temporal logic specifications, enabling the synthesis of test environments consisting of static and reactive obstacles and dynamic test agents. The temporal logic specifications describe desired test behavior, including system requirements as well as a test objective that is not revealed to the system. The synthesized test strategy places restrictions on system actions in reaction to the system state. The tests are minimally restrictive and accomplish the test objective while ensuring realizability of the system's objective without aiding it (semi-cooperative setting). Automata theory and flow networks are leveraged to formulate a mixed-integer linear program (MILP) to synthesize the test strategy. For a dynamic test agent, the agent strategy is synthesized for a GR(1) specification constructed from the solution of the MILP. If the specification is unrealizable by the dynamics of the test agent, a counterexample-guided approach is used to resolve the MILP until a strategy is found. This flow-based, reactive test synthesis is conducted offline and is agnostic to the system controller. Finally, the resulting test strategy is demonstrated in simulation and experimentally on a pair of quadrupedal robots for a variety of specifications.
Quality of Experience Oriented Cross-layer Optimization for Real-time XR Video Transmission
Venue: arXiv cs.NI 2024
Year: 2024

Extended reality (XR) is one of the most important applications of beyond 5G and 6G networks. Real-time XR video transmission presents challenges in terms of data rate and delay. In particular, the frame-by-frame transmission mode of XR video makes real-time XR video very sensitive to dynamic network environments. To improve the users' quality of experience (QoE), we design a cross-layer transmission framework for real-time XR video. The proposed framework allows the simple information exchange between the base station (BS) and the XR server, which assists in adaptive bitrate and wireless resource scheduling. We utilize the cross-layer information to formulate the problem of maximizing user QoE by finding the optimal scheduling and bitrate adjustment strategies. To address the issue of mismatched time scales between two strategies, we decouple the original problem and solve them individually using a multi-agent-based approach. Specifically, we propose the multi-step Deep Q-network (MS-DQN) algorithm to obtain a frame-priority-based wireless resource scheduling strategy and then propose the Transformer-based Proximal Policy Optimization (TPPO) algorithm for video bitrate adaptation. The experimental results show that the TPPO+MS-DQN algorithm proposed in this study can improve the QoE by 3.6% to 37.8%. More specifically, the proposed MS-DQN algorithm enhances the transmission quality by 49.9%-80.2%.
ChatShop: Interactive Information Seeking with Language Agents
Venue: arXiv cs.CL 2024
Year: 2024

The desire and ability to seek new information strategically are fundamental to human learning but often overlooked in current language agent evaluation. We analyze a popular web shopping task designed to test language agents' ability to perform strategic exploration and discover that it can be reformulated and solved as a single-turn retrieval task without the need for interactive information seeking. This finding encourages us to rethink realistic constraints on information access that would necessitate strategic information seeking. We then redesign the task to introduce a notion of task ambiguity and the role of a shopper, serving as a dynamic party with whom the agent strategically interacts in an open-ended conversation to make informed decisions. Our experiments demonstrate that the proposed task can effectively evaluate the agent's ability to explore and gradually accumulate information through multi-turn interactions. Additionally, we show that large language model-simulated shoppers serve as a good proxy for real human shoppers, revealing similar error patterns in agents.
A Survey on Deep Learning for Theorem Proving
Venue: arXiv cs.AI 2024
Year: 2024

Theorem proving is a fundamental aspect of mathematics, spanning from informal reasoning in natural language to rigorous derivations in formal systems. In recent years, the advancement of deep learning, especially the emergence of large language models, has sparked a notable surge of research exploring these techniques to enhance the process of theorem proving. This paper presents a comprehensive survey of deep learning for theorem proving by offering (i) a thorough review of existing approaches across various tasks such as autoformalization, premise selection, proofstep generation, and proof search; (ii) an extensive summary of curated datasets and strategies for synthetic data generation; (iii) a detailed analysis of evaluation metrics and the performance of state-of-the-art methods; and (iv) a critical discussion on the persistent challenges and the promising avenues for future exploration. Our survey aims to serve as a foundational reference for deep learning approaches in theorem proving, inspiring and catalyzing further research endeavors in this rapidly growing field. A curated list of papers is available at https://github.com/zhaoyu-li/DL4TP.
Unifying Global and Local Scene Entities Modelling for Precise Action Spotting
Venue: arXiv cs.CV 2024
Year: 2024

Sports videos pose complex challenges, including cluttered backgrounds, camera angle changes, small action-representing objects, and imbalanced action class distribution. Existing methods for detecting actions in sports videos heavily rely on global features, utilizing a backbone network as a black box that encompasses the entire spatial frame. However, these approaches tend to overlook the nuances of the scene and struggle with detecting actions that occupy a small portion of the frame. In particular, they face difficulties when dealing with action classes involving small objects, such as balls or yellow/red cards in soccer, which only occupy a fraction of the screen space. To address these challenges, we introduce a novel approach that analyzes and models scene entities using an adaptive attention mechanism. Particularly, our model disentangles the scene content into the global environment feature and local relevant scene entities feature. To efficiently extract environmental features while considering temporal information with less computational cost, we propose the use of a 2D backbone network with a time-shift mechanism. To accurately capture relevant scene entities, we employ a Vision-Language model in conjunction with the adaptive attention mechanism. Our model has demonstrated outstanding performance, securing the 1st place in the SoccerNet-v2 Action Spotting, FineDiving, and FineGym challenge with a substantial performance improvement of 1.6, 2.0, and 1.3 points in avg-mAP compared to the runner-up methods. Furthermore, our approach offers interpretability capabilities in contrast to other deep learning models, which are often designed as black boxes. Our code and models are released at: https://github.com/Fsoft-AIC/unifying-global-local-feature.
Ctrl-Adapter: An Efficient and Versatile Framework for Adapting Diverse Controls to Any Diffusion Model
Venue: arXiv cs.CV 2024
Year: 2024

ControlNets are widely used for adding spatial control to text-to-image diffusion models with different conditions, such as depth maps, scribbles/sketches, and human poses. However, when it comes to controllable video generation, ControlNets cannot be directly integrated into new backbones due to feature space mismatches, and training ControlNets for new backbones can be a significant burden for many users. Furthermore, applying ControlNets independently to different frames cannot effectively maintain object temporal consistency. To address these challenges, we introduce Ctrl-Adapter, an efficient and versatile framework that adds diverse controls to any image/video diffusion model through the adaptation of pretrained ControlNets. Ctrl-Adapter offers strong and diverse capabilities, including image and video control, sparse-frame video control, fine-grained patch-level multi-condition control (via an MoE router), zero-shot adaptation to unseen conditions, and supports a variety of downstream tasks beyond spatial control, including video editing, video style transfer, and text-guided motion control. With six diverse U-Net/DiT-based image/video diffusion models (SDXL, PixArt-$α$, I2VGen-XL, SVD, Latte, Hotshot-XL), Ctrl-Adapter matches the performance of pretrained ControlNets on COCO and achieves the state-of-the-art on DAVIS 2017 with significantly lower computation (< 10 GPU hours).
One-Click Upgrade from 2D to 3D: Sandwiched RGB-D Video Compression for Stereoscopic Teleconferencing
Venue: arXiv cs.CV 2024
Year: 2024

Stereoscopic video conferencing is still challenging due to the need to compress stereo RGB-D video in real-time. Though hardware implementations of standard video codecs such as H.264 / AVC and HEVC are widely available, they are not designed for stereoscopic videos and suffer from reduced quality and performance. Specific multiview or 3D extensions of these codecs are complex and lack efficient implementations. In this paper, we propose a new approach to upgrade a 2D video codec to support stereo RGB-D video compression, by wrapping it with a neural pre- and post-processor pair. The neural networks are end-to-end trained with an image codec proxy, and shown to work with a more sophisticated video codec. We also propose a geometry-aware loss function to improve rendering quality. We train the neural pre- and post-processors on a synthetic 4D people dataset, and evaluate it on both synthetic and real-captured stereo RGB-D videos. Experimental results show that the neural networks generalize well to unseen data and work out-of-box with various video codecs. Our approach saves about 30% bit-rate compared to a conventional video coding scheme and MV-HEVC at the same level of rendering quality from a novel view, without the need of a task-specific hardware upgrade.
in2IN: Leveraging individual Information to Generate Human INteractions
Venue: arXiv cs.CV 2024
Year: 2024

Generating human-human motion interactions conditioned on textual descriptions is a very useful application in many areas such as robotics, gaming, animation, and the metaverse. Alongside this utility also comes a great difficulty in modeling the highly dimensional inter-personal dynamics. In addition, properly capturing the intra-personal diversity of interactions has a lot of challenges. Current methods generate interactions with limited diversity of intra-person dynamics due to the limitations of the available datasets and conditioning strategies. For this, we introduce in2IN, a novel diffusion model for human-human motion generation which is conditioned not only on the textual description of the overall interaction but also on the individual descriptions of the actions performed by each person involved in the interaction. To train this model, we use a large language model to extend the InterHuman dataset with individual descriptions. As a result, in2IN achieves state-of-the-art performance in the InterHuman dataset. Furthermore, in order to increase the intra-personal diversity on the existing interaction datasets, we propose DualMDM, a model composition technique that combines the motions generated with in2IN and the motions generated by a single-person motion prior pre-trained on HumanML3D. As a result, DualMDM generates motions with higher individual diversity and improves control over the intra-person dynamics while maintaining inter-personal coherence.