OpenRaiser/Intern-Atlas huggingface dataset:
Label Supervised LLaMA Finetuning
Venue: arXiv cs.CL 2023
Year: 2023

The recent success of Large Language Models (LLMs) has gained significant attention in both academia and industry. Substantial efforts have been made to enhance the zero- and few-shot generalization capabilities of open-source LLMs through finetuning. Currently, the prevailing approach is instruction-tuning, which trains LLMs to complete real-world tasks by generating responses guided by natural language instructions. It is worth noticing that such an approach may underperform in sequence and token classification tasks. Unlike text generation tasks, classification tasks have a limited label space, where precise label prediction is more appreciated than generating diverse and human-like responses. Prior research has unveiled that instruction-tuned LLMs cannot outperform BERT, prompting us to explore the potential of leveraging latent representations from LLMs for supervised label prediction. In this paper, we introduce a label-supervised adaptation for LLMs, which aims to finetuning the model with discriminant labels. We evaluate this approach with Label Supervised LLaMA (LS-LLaMA), based on LLaMA-2-7B, a relatively small-scale LLM, and can be finetuned on a single GeForce RTX4090 GPU. We extract latent representations from the final LLaMA layer and project them into the label space to compute the cross-entropy loss. The model is finetuned by Low-Rank Adaptation (LoRA) to minimize this loss. Remarkably, without intricate prompt engineering or external knowledge, LS-LLaMA substantially outperforms LLMs ten times its size in scale and demonstrates consistent improvements compared to robust baselines like BERT-Large and RoBERTa-Large in text classification. Moreover, by removing the causal mask from decoders, LS-unLLaMA achieves the state-of-the-art performance in named entity recognition (NER). Our work will shed light on a novel approach to adapting LLMs for various downstream tasks.
Reconstructing 3D Human Pose from RGB-D Data with Occlusions
Venue: arXiv cs.CV 2023
Year: 2023

We propose a new method to reconstruct the 3D human body from RGB-D images with occlusions. The foremost challenge is the incompleteness of the RGB-D data due to occlusions between the body and the environment, leading to implausible reconstructions that suffer from severe human-scene penetration. To reconstruct a semantically and physically plausible human body, we propose to reduce the solution space based on scene information and prior knowledge. Our key idea is to constrain the solution space of the human body by considering the occluded body parts and visible body parts separately: modeling all plausible poses where the occluded body parts do not penetrate the scene, and constraining the visible body parts using depth data. Specifically, the first component is realized by a neural network that estimates the candidate region named the "free zone", a region carved out of the open space within which it is safe to search for poses of the invisible body parts without concern for penetration. The second component constrains the visible body parts using the "truncated shadow volume" of the scanned body point cloud. Furthermore, we propose to use a volume matching strategy, which yields better performance than surface matching, to match the human body with the confined region. We conducted experiments on the PROX dataset, and the results demonstrate that our method produces more accurate and plausible results compared with other methods.
LEEC: A Legal Element Extraction Dataset with an Extensive Domain-Specific Label System
Venue: arXiv cs.CL 2023
Year: 2023

As a pivotal task in natural language processing, element extraction has gained significance in the legal domain. Extracting legal elements from judicial documents helps enhance interpretative and analytical capacities of legal cases, and thereby facilitating a wide array of downstream applications in various domains of law. Yet existing element extraction datasets are limited by their restricted access to legal knowledge and insufficient coverage of labels. To address this shortfall, we introduce a more comprehensive, large-scale criminal element extraction dataset, comprising 15,831 judicial documents and 159 labels. This dataset was constructed through two main steps: first, designing the label system by our team of legal experts based on prior legal research which identified critical factors driving and processes generating sentencing outcomes in criminal cases; second, employing the legal knowledge to annotate judicial documents according to the label system and annotation guideline. The Legal Element ExtraCtion dataset (LEEC) represents the most extensive and domain-specific legal element extraction dataset for the Chinese legal system. Leveraging the annotated data, we employed various SOTA models that validates the applicability of LEEC for Document Event Extraction (DEE) task. The LEEC dataset is available on https://github.com/THUlawtech/LEEC .
Learning manipulation of steep granular slopes for fast Mini Rover turning
Venue: arXiv cs.RO 2023
Year: 2023

Future planetary exploration missions will require reaching challenging regions such as craters and steep slopes. Such regions are ubiquitous and present science-rich targets potentially containing information regarding the planet's internal structure. Steep slopes consisting of low-cohesion regolith are prone to flow downward under small disturbances, making it very challenging for autonomous rovers to traverse. Moreover, the navigation trajectories of rovers are heavily limited by the terrain topology and future systems will need to maneuver on flowable surfaces without getting trapped, allowing them to further expand their reach and increase mission efficiency. In this work, we used a laboratory-scale rover robot and performed maneuvering experiments on a steep granular slope of poppy seeds to explore the rover's turning capabilities. The rover is capable of lifting, sweeping, and spinning its wheels, allowing it to execute leg-like gait patterns. The high-dimensional actuation capabilities of the rover facilitate effective manipulation of the underlying granular surface. We used Bayesian Optimization (BO) to gain insight into successful turning gaits in high dimensional search space and found strategies such as differential wheel spinning and pivoting around a single sweeping wheel. We then used these insights to further fine-tune the turning gait, enabling the rover to turn 90 degrees at just above 4 seconds with minimal slip. Combining gait optimization and human-tuning approaches, we found that fast turning is empowered by creating anisotropic torques with the sweeping wheel.
Co-audit: tools to help humans double-check AI-generated content
Venue: arXiv cs.HC 2023
Year: 2023

Users are increasingly being warned to check AI-generated content for correctness. Still, as LLMs (and other generative models) generate more complex output, such as summaries, tables, or code, it becomes harder for the user to audit or evaluate the output for quality or correctness. Hence, we are seeing the emergence of tool-assisted experiences to help the user double-check a piece of AI-generated content. We refer to these as co-audit tools. Co-audit tools complement prompt engineering techniques: one helps the user construct the input prompt, while the other helps them check the output response. As a specific example, this paper describes recent research on co-audit tools for spreadsheet computations powered by generative models. We explain why co-audit experiences are essential for any application of generative AI where quality is important and errors are consequential (as is common in spreadsheet computations). We propose a preliminary list of principles for co-audit, and outline research challenges.
Avalon's Game of Thoughts: Battle Against Deception through Recursive Contemplation
Venue: arXiv cs.AI 2023
Year: 2023

Recent breakthroughs in large language models (LLMs) have brought remarkable success in the field of LLM-as-Agent. Nevertheless, a prevalent assumption is that the information processed by LLMs is consistently honest, neglecting the pervasive deceptive or misleading information in human society and AI-generated content. This oversight makes LLMs susceptible to malicious manipulations, potentially resulting in detrimental outcomes. This study utilizes the intricate Avalon game as a testbed to explore LLMs' potential in deceptive environments. Avalon, full of misinformation and requiring sophisticated logic, manifests as a "Game-of-Thoughts". Inspired by the efficacy of humans' recursive thinking and perspective-taking in the Avalon game, we introduce a novel framework, Recursive Contemplation (ReCon), to enhance LLMs' ability to identify and counteract deceptive information. ReCon combines formulation and refinement contemplation processes; formulation contemplation produces initial thoughts and speech, while refinement contemplation further polishes them. Additionally, we incorporate first-order and second-order perspective transitions into these processes respectively. Specifically, the first-order allows an LLM agent to infer others' mental states, and the second-order involves understanding how others perceive the agent's mental state. After integrating ReCon with different LLMs, extensive experiment results from the Avalon game indicate its efficacy in aiding LLMs to discern and maneuver around deceptive information without extra fine-tuning and data. Finally, we offer a possible explanation for the efficacy of ReCon and explore the current limitations of LLMs in terms of safety, reasoning, speaking style, and format, potentially furnishing insights for subsequent research.
Color and Texture Dual Pipeline Lightweight Style Transfer
Venue: arXiv cs.CV 2023
Year: 2023

Style transfer methods typically generate a single stylized output of color and texture coupling for reference styles, and color transfer schemes may introduce distortion or artifacts when processing reference images with duplicate textures. To solve the problem, we propose a Color and Texture Dual Pipeline Lightweight Style Transfer CTDP method, which employs a dual pipeline method to simultaneously output the results of color and texture transfer. Furthermore, we designed a masked total variation loss to suppress artifacts and small texture representations in color transfer results without affecting the semantic part of the content. More importantly, we are able to add texture structures with controllable intensity to color transfer results for the first time. Finally, we conducted feature visualization analysis on the texture generation mechanism of the framework and found that smoothing the input image can almost completely eliminate this texture structure. In comparative experiments, the color and texture transfer results generated by CTDP both achieve state-of-the-art performance. Additionally, the weight of the color transfer branch model size is as low as 20k, which is 100-1500 times smaller than that of other state-of-the-art models.
Toward Scalable Visual Servoing Using Deep Reinforcement Learning and Optimal Control
Venue: arXiv cs.RO 2023
Year: 2023

Classical pixel-based Visual Servoing (VS) approaches offer high accuracy but suffer from a limited convergence area due to optimization nonlinearity. Modern deep learning-based VS methods overcome traditional vision issues but lack scalability, requiring training on limited scenes. This paper proposes a hybrid VS strategy utilizing Deep Reinforcement Learning (DRL) and optimal control to enhance both convergence area and scalability. The DRL component of our approach separately handles representation and policy learning to enhance scalability, generalizability, learning efficiency and ease domain adaptation. Moreover, the optimal control part ensures high end-point accuracy. Our method showcases remarkable achievements in terms of high convergence rates and minimal end-positioning errors using a 7-DOF manipulator. Importantly, it exhibits scalability across more than 1000 distinct scenes. Furthermore, we demonstrate its capacity for generalization to previously unseen datasets. Lastly, we illustrate the real-world applicability of our approach, highlighting its adaptability through single-shot domain transfer learning in environments with noise and occlusions. Real-robot experiments can be found at \url{https://sites.google.com/view/vsls}.
On Grid Graph Reachability and Puzzle Games
Venue: arXiv cs.AI 2023
Year: 2023

Many puzzle video games, like Sokoban, involve moving some agent in a maze. The reachable locations are usually apparent for a human player, and the difficulty of the game is mainly related to performing actions on objects, such as pushing (reachable) boxes. For this reason, the difficulty of a particular level is often measured as the number of actions on objects, other than agent walking, needed to find a solution. In this paper we study CP and SAT approaches for solving these kind of problems. We review some reachability encodings and propose a new one. We empirically show that the new encoding is well-suited for solving puzzle problems in the planning as SAT paradigm, especially when considering the execution of several actions in parallel.
EXTRACTER: Efficient Texture Matching with Attention and Gradient Enhancing for Large Scale Image Super Resolution
Venue: arXiv cs.CV 2023
Year: 2023

Recent Reference-Based image super-resolution (RefSR) has improved SOTA deep methods introducing attention mechanisms to enhance low-resolution images by transferring high-resolution textures from a reference high-resolution image. The main idea is to search for matches between patches using LR and Reference image pair in a feature space and merge them using deep architectures. However, existing methods lack the accurate search of textures. They divide images into as many patches as possible, resulting in inefficient memory usage, and cannot manage large images. Herein, we propose a deep search with a more efficient memory usage that reduces significantly the number of image patches and finds the $k$ most relevant texture match for each low-resolution patch over the high-resolution reference patches, resulting in an accurate texture match. We enhance the Super Resolution result adding gradient density information using a simple residual architecture showing competitive metrics results: PSNR and SSMI.
A Learning Based Scheme for Fair Timeliness in Sparse Gossip Networks
Venue: arXiv cs.IT 2023
Year: 2023

We consider a gossip network, consisting of $n$ nodes, which tracks the information at a source. The source updates its information with a Poisson arrival process and also sends updates to the nodes in the network. The nodes themselves can exchange information among themselves to become as timely as possible. However, the network structure is sparse and irregular, i.e., not every node is connected to every other node in the network, rather, the order of connectivity is low, and varies across different nodes. This asymmetry of the network implies that the nodes in the network do not perform equally in terms of timelines. Due to the gossiping nature of the network, some nodes are able to track the source very timely, whereas, some nodes fall behind versions quite often. In this work, we investigate how the rate-constrained source should distribute its update rate across the network to maintain fairness regarding timeliness, i.e., the overall worst case performance of the network can be minimized. Due to the continuous search space for optimum rate allocation, we formulate this problem as a continuum-armed bandit problem and employ Gaussian process based Bayesian optimization to meet a trade-off between exploration and exploitation sequentially.
Making Friends in the Dark: Ad Hoc Teamwork Under Partial Observability
Venue: arXiv cs.MA 2023
Year: 2023

This paper introduces a formal definition of the setting of ad hoc teamwork under partial observability and proposes a first-principled model-based approach which relies only on prior knowledge and partial observations of the environment in order to perform ad hoc teamwork. We make three distinct assumptions that set it apart previous works, namely: i) the state of the environment is always partially observable, ii) the actions of the teammates are always unavailable to the ad hoc agent and iii) the ad hoc agent has no access to a reward signal which could be used to learn the task from scratch. Our results in 70 POMDPs from 11 domains show that our approach is not only effective in assisting unknown teammates in solving unknown tasks but is also robust in scaling to more challenging problems.
Investigation on a Novel Length-Based Local Linear Subdivision Strategy for Triangular Meshes
Venue: arXiv cs.GR 2023
Year: 2023

Triangular meshes are a widely used representation in the field of 3D modeling. In this paper, we present a novel approach for edge length-based linear subdivision on triangular meshes, along with two auxiliary techniques. We conduct a comprehensive comparison of different subdivision methods in terms of computational capabilities and mesh-enhancing abilities. Our proposed approach demonstrates improved computational efficiency and generates fewer elements with higher quality compared to existing methods. The improvement in computational efficiency and mesh augmentation capability of our method is further enhanced when working with the two auxiliary techniques presented in this paper. Our novel strategy represents a significant contribution to the field and has important implications for local mesh refinement, computer-aided design, and isotropic remeshing.
Towards Automatic Design of Factorio Blueprints
Venue: arXiv cs.AI 2023
Year: 2023

Factorio is a 2D construction and management simulation video game about building automated factories to produce items of increasing complexity. A core feature of the game is its blueprint system, which allows players to easily save and replicate parts of their designs. Blueprints can reproduce any layout of objects in the game, but are typically used to encapsulate a complex behaviour, such as the production of a non-basic object. Once created, these blueprints are then used as basic building blocks, allowing the player to create a layer of abstraction. The usage of blueprints not only eases the expansion of the factory but also allows the sharing of designs with the game's community. The layout in a blueprint can be optimised using various criteria, such as the total space used or the final production throughput. The design of an optimal blueprint is a hard combinatorial problem, interleaving elements of many well-studied problems such as bin-packing, routing or network design. This work presents a new challenging problem and explores the feasibility of a constraint model to optimise Factorio blueprints, balancing correctness, optimality, and performance.
Replicating Relevance-Ranked Synonym Discovery in a New Language and Domain
Venue: arXiv cs.IR 2023
Year: 2023

Domain-specific synonyms occur in many specialized search tasks, such as when searching medical documents, legal documents, and software engineering artifacts. We replicate prior work on ranking domain-specific synonyms in the consumer health domain by applying the approach to a new language and domain: identifying Swedish language synonyms in the building construction domain. We chose this setting because identifying synonyms in this domain is helpful for downstream systems, where different users may query for documents (e.g., engineering requirements) using different terminology. We consider two new features inspired by the change in language and methodological advances since the prior work's publication. An evaluation using data from the building construction domain supports the finding from the prior work that synonym discovery is best approached as a learning to rank task in which a human editor views ranked synonym candidates in order to construct a domain-specific thesaurus. We additionally find that FastText embeddings alone provide a strong baseline, though they do not perform as well as the strongest learning to rank method. Finally, we analyze the performance of individual features and the differences in the domains.
The Benefit of Noise-Injection for Dynamic Gray-Box Model Creation
Venue: arXiv cs.LG 2023
Year: 2023

Gray-box models offer significant benefit over black-box approaches for equipment emulator development for equipment since their integration of physics provides more confidence in the model outside of the training domain. However, challenges such as model nonlinearity, unmodeled dynamics, and local minima introduce uncertainties into grey-box creation that contemporary approaches have failed to overcome, leading to their under-performance compared with black-box models. This paper seeks to address these uncertainties by injecting noise into the training dataset. This noise injection enriches the dataset and provides a measure of robustness against such uncertainties. A dynamic model for a water-to-water heat exchanger has been used as a demonstration case for this approach and tested using a pair of real devices with live data streaming. Compared to the unprocessed signal data, the application of noise injection resulted in a significant reduction in modeling error (root mean square error), decreasing from 0.68 to 0.27°C. This improvement amounts to a 60% enhancement when assessed on the training set, and improvements of 50% and 45% when validated against the test and validation sets, respectively.
Nowcasting day-ahead marginal emissions using multi-headed CNNs and deep generative models
Venue: arXiv cs.LG 2023
Year: 2023

Nowcasting day-ahead marginal emissions factors is increasingly important for power systems with high flexibility and penetration of distributed energy resources. With a significant share of firm generation from natural gas and coal power plants, forecasting day-ahead emissions in the current energy system has been widely studied. In contrast, as we shift to an energy system characterized by flexible power markets, dispatchable sources, and competing low-cost generation such as large-scale battery or hydrogen storage, system operators will be able to choose from a mix of different generation as well as emission pathways. To fully develop the emissions implications of a given dispatch schedule, we need a near real-time workflow with two layers. The first layer is a market model that continuously solves a security-constrained economic dispatch model. The second layer determines the marginal emissions based on the output of the market model, which is the subject of this paper. We propose using multi-headed convolutional neural networks to generate day-ahead forecasts of marginal and average emissions for a given independent system operator.