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SubscribeUIClip: A Data-driven Model for Assessing User Interface Design
User interface (UI) design is a difficult yet important task for ensuring the usability, accessibility, and aesthetic qualities of applications. In our paper, we develop a machine-learned model, UIClip, for assessing the design quality and visual relevance of a UI given its screenshot and natural language description. To train UIClip, we used a combination of automated crawling, synthetic augmentation, and human ratings to construct a large-scale dataset of UIs, collated by description and ranked by design quality. Through training on the dataset, UIClip implicitly learns properties of good and bad designs by i) assigning a numerical score that represents a UI design's relevance and quality and ii) providing design suggestions. In an evaluation that compared the outputs of UIClip and other baselines to UIs rated by 12 human designers, we found that UIClip achieved the highest agreement with ground-truth rankings. Finally, we present three example applications that demonstrate how UIClip can facilitate downstream applications that rely on instantaneous assessment of UI design quality: i) UI code generation, ii) UI design tips generation, and iii) quality-aware UI example search.
Navigating Interfaces with AI for Enhanced User Interaction
This study introduces an innovative framework designed to automate tasks by interacting with UIs through a sequential, human-like problem-solving approach. Our approach initially transforms UI screenshots into natural language explanations through a vision-based UI analysis, circumventing traditional view hierarchy limitations. It then methodically engages with each interface, guiding the LLM to pinpoint and act on relevant UI elements, thus bolstering both precision and functionality. Employing the ERNIE Bot LLM, our approach has been demonstrated to surpass existing methodologies. It delivers superior UI interpretation across various datasets and exhibits remarkable efficiency in automating varied tasks on an Android smartphone, outperforming human capabilities in intricate tasks and significantly enhancing the PBD process.
VUT: Versatile UI Transformer for Multi-Modal Multi-Task User Interface Modeling
User interface modeling is inherently multimodal, which involves several distinct types of data: images, structures and language. The tasks are also diverse, including object detection, language generation and grounding. In this paper, we present VUT, a Versatile UI Transformer that takes multimodal input and simultaneously accomplishes 5 distinct tasks with the same model. Our model consists of a multimodal Transformer encoder that jointly encodes UI images and structures, and performs UI object detection when the UI structures are absent in the input. Our model also consists of an auto-regressive Transformer model that encodes the language input and decodes output, for both question-answering and command grounding with respect to the UI. Our experiments show that for most of the tasks, when trained jointly for multi-tasks, VUT substantially reduces the number of models and footprints needed for performing multiple tasks, while achieving accuracy exceeding or on par with baseline models trained for each individual task.
Designing Interfaces for Multimodal Vector Search Applications
Multimodal vector search offers a new paradigm for information retrieval by exposing numerous pieces of functionality which are not possible in traditional lexical search engines. While multimodal vector search can be treated as a drop in replacement for these traditional systems, the experience can be significantly enhanced by leveraging the unique capabilities of multimodal search. Central to any information retrieval system is a user who expresses an information need, traditional user interfaces with a single search bar allow users to interact with lexical search systems effectively however are not necessarily optimal for multimodal vector search. In this paper we explore novel capabilities of multimodal vector search applications utilising CLIP models and present implementations and design patterns which better allow users to express their information needs and effectively interact with these systems in an information retrieval context.
Dataset Interfaces: Diagnosing Model Failures Using Controllable Counterfactual Generation
Distribution shifts are a major source of failure of deployed machine learning models. However, evaluating a model's reliability under distribution shifts can be challenging, especially since it may be difficult to acquire counterfactual examples that exhibit a specified shift. In this work, we introduce dataset interfaces: a framework which allows users to scalably synthesize such counterfactual examples from a given dataset. Specifically, we represent each class from the input dataset as a custom token within the text space of a text-to-image diffusion model. By incorporating these tokens into natural language prompts, we can then generate instantiations of objects in that dataset under desired distribution shifts. We demonstrate how applying our framework to the ImageNet dataset enables us to study model behavior across a diverse array of shifts, including variations in background, lighting, and attributes of the objects themselves. Code available at https://github.com/MadryLab/dataset-interfaces.
VisionLLaMA: A Unified LLaMA Interface for Vision Tasks
Large language models are built on top of a transformer-based architecture to process textual inputs. For example, the LLaMA stands out among many open-source implementations. Can the same transformer be used to process 2D images? In this paper, we answer this question by unveiling a LLaMA-like vision transformer in plain and pyramid forms, termed VisionLLaMA, which is tailored for this purpose. VisionLLaMA is a unified and generic modelling framework for solving most vision tasks. We extensively evaluate its effectiveness using typical pre-training paradigms in a good portion of downstream tasks of image perception and especially image generation. In many cases, VisionLLaMA have exhibited substantial gains over the previous state-of-the-art vision transformers. We believe that VisionLLaMA can serve as a strong new baseline model for vision generation and understanding. Our code will be released at https://github.com/Meituan-AutoML/VisionLLaMA.
Universal Manipulation Interface: In-The-Wild Robot Teaching Without In-The-Wild Robots
We present Universal Manipulation Interface (UMI) -- a data collection and policy learning framework that allows direct skill transfer from in-the-wild human demonstrations to deployable robot policies. UMI employs hand-held grippers coupled with careful interface design to enable portable, low-cost, and information-rich data collection for challenging bimanual and dynamic manipulation demonstrations. To facilitate deployable policy learning, UMI incorporates a carefully designed policy interface with inference-time latency matching and a relative-trajectory action representation. The resulting learned policies are hardware-agnostic and deployable across multiple robot platforms. Equipped with these features, UMI framework unlocks new robot manipulation capabilities, allowing zero-shot generalizable dynamic, bimanual, precise, and long-horizon behaviors, by only changing the training data for each task. We demonstrate UMI's versatility and efficacy with comprehensive real-world experiments, where policies learned via UMI zero-shot generalize to novel environments and objects when trained on diverse human demonstrations. UMI's hardware and software system is open-sourced at https://umi-gripper.github.io.
InstructDiffusion: A Generalist Modeling Interface for Vision Tasks
We present InstructDiffusion, a unifying and generic framework for aligning computer vision tasks with human instructions. Unlike existing approaches that integrate prior knowledge and pre-define the output space (e.g., categories and coordinates) for each vision task, we cast diverse vision tasks into a human-intuitive image-manipulating process whose output space is a flexible and interactive pixel space. Concretely, the model is built upon the diffusion process and is trained to predict pixels according to user instructions, such as encircling the man's left shoulder in red or applying a blue mask to the left car. InstructDiffusion could handle a variety of vision tasks, including understanding tasks (such as segmentation and keypoint detection) and generative tasks (such as editing and enhancement). It even exhibits the ability to handle unseen tasks and outperforms prior methods on novel datasets. This represents a significant step towards a generalist modeling interface for vision tasks, advancing artificial general intelligence in the field of computer vision.
Survey of User Interface Design and Interaction Techniques in Generative AI Applications
The applications of generative AI have become extremely impressive, and the interplay between users and AI is even more so. Current human-AI interaction literature has taken a broad look at how humans interact with generative AI, but it lacks specificity regarding the user interface designs and patterns used to create these applications. Therefore, we present a survey that comprehensively presents taxonomies of how a human interacts with AI and the user interaction patterns designed to meet the needs of a variety of relevant use cases. We focus primarily on user-guided interactions, surveying interactions that are initiated by the user and do not include any implicit signals given by the user. With this survey, we aim to create a compendium of different user-interaction patterns that can be used as a reference for designers and developers alike. In doing so, we also strive to lower the entry barrier for those attempting to learn more about the design of generative AI applications.
Navigating the Unknown: A Chat-Based Collaborative Interface for Personalized Exploratory Tasks
The rise of large language models (LLMs) has revolutionized user interactions with knowledge-based systems, enabling chatbots to synthesize vast amounts of information and assist with complex, exploratory tasks. However, LLM-based chatbots often struggle to provide personalized support, particularly when users start with vague queries or lack sufficient contextual information. This paper introduces the Collaborative Assistant for Personalized Exploration (CARE), a system designed to enhance personalization in exploratory tasks by combining a multi-agent LLM framework with a structured user interface. CARE's interface consists of a Chat Panel, Solution Panel, and Needs Panel, enabling iterative query refinement and dynamic solution generation. The multi-agent framework collaborates to identify both explicit and implicit user needs, delivering tailored, actionable solutions. In a within-subject user study with 22 participants, CARE was consistently preferred over a baseline LLM chatbot, with users praising its ability to reduce cognitive load, inspire creativity, and provide more tailored solutions. Our findings highlight CARE's potential to transform LLM-based systems from passive information retrievers to proactive partners in personalized problem-solving and exploration.
SWE-agent: Agent-Computer Interfaces Enable Automated Software Engineering
Language model (LM) agents are increasingly being used to automate complicated tasks in digital environments. Just as humans benefit from powerful software applications, such as integrated development environments, for complex tasks like software engineering, we posit that LM agents represent a new category of end users with their own needs and abilities, and would benefit from specially-built interfaces to the software they use. We investigate how interface design affects the performance of language model agents. As a result of this exploration, we introduce SWE-agent: a system that facilitates LM agents to autonomously use computers to solve software engineering tasks. SWE-agent's custom agent-computer interface (ACI) significantly enhances an agent's ability to create and edit code files, navigate entire repositories, and execute tests and other programs. We evaluate SWE-agent on SWE-bench and HumanEvalFix, achieving state-of-the-art performance on both with a pass@1 rate of 12.5% and 87.7%, respectively, far exceeding the previous state-of-the-art achieved with non-interactive LMs. Finally, we provide insight on how the design of the ACI can impact agents' behavior and performance.
ASSISTGUI: Task-Oriented Desktop Graphical User Interface Automation
Graphical User Interface (GUI) automation holds significant promise for assisting users with complex tasks, thereby boosting human productivity. Existing works leveraging Large Language Model (LLM) or LLM-based AI agents have shown capabilities in automating tasks on Android and Web platforms. However, these tasks are primarily aimed at simple device usage and entertainment operations. This paper presents a novel benchmark, AssistGUI, to evaluate whether models are capable of manipulating the mouse and keyboard on the Windows platform in response to user-requested tasks. We carefully collected a set of 100 tasks from nine widely-used software applications, such as, After Effects and MS Word, each accompanied by the necessary project files for better evaluation. Moreover, we propose an advanced Actor-Critic Embodied Agent framework, which incorporates a sophisticated GUI parser driven by an LLM-agent and an enhanced reasoning mechanism adept at handling lengthy procedural tasks. Our experimental results reveal that our GUI Parser and Reasoning mechanism outshine existing methods in performance. Nevertheless, the potential remains substantial, with the best model attaining only a 46% success rate on our benchmark. We conclude with a thorough analysis of the current methods' limitations, setting the stage for future breakthroughs in this domain.
trajdata: A Unified Interface to Multiple Human Trajectory Datasets
The field of trajectory forecasting has grown significantly in recent years, partially owing to the release of numerous large-scale, real-world human trajectory datasets for autonomous vehicles (AVs) and pedestrian motion tracking. While such datasets have been a boon for the community, they each use custom and unique data formats and APIs, making it cumbersome for researchers to train and evaluate methods across multiple datasets. To remedy this, we present trajdata: a unified interface to multiple human trajectory datasets. At its core, trajdata provides a simple, uniform, and efficient representation and API for trajectory and map data. As a demonstration of its capabilities, in this work we conduct a comprehensive empirical evaluation of existing trajectory datasets, providing users with a rich understanding of the data underpinning much of current pedestrian and AV motion forecasting research, and proposing suggestions for future datasets from these insights. trajdata is permissively licensed (Apache 2.0) and can be accessed online at https://github.com/NVlabs/trajdata
Embodied Agent Interface: Benchmarking LLMs for Embodied Decision Making
We aim to evaluate Large Language Models (LLMs) for embodied decision making. While a significant body of work has been leveraging LLMs for decision making in embodied environments, we still lack a systematic understanding of their performance because they are usually applied in different domains, for different purposes, and built based on different inputs and outputs. Furthermore, existing evaluations tend to rely solely on a final success rate, making it difficult to pinpoint what ability is missing in LLMs and where the problem lies, which in turn blocks embodied agents from leveraging LLMs effectively and selectively. To address these limitations, we propose a generalized interface (Embodied Agent Interface) that supports the formalization of various types of tasks and input-output specifications of LLM-based modules. Specifically, it allows us to unify 1) a broad set of embodied decision-making tasks involving both state and temporally extended goals, 2) four commonly-used LLM-based modules for decision making: goal interpretation, subgoal decomposition, action sequencing, and transition modeling, and 3) a collection of fine-grained metrics which break down evaluation into various types of errors, such as hallucination errors, affordance errors, various types of planning errors, etc. Overall, our benchmark offers a comprehensive assessment of LLMs' performance for different subtasks, pinpointing the strengths and weaknesses in LLM-powered embodied AI systems, and providing insights for effective and selective use of LLMs in embodied decision making.
AskIt: Unified Programming Interface for Programming with Large Language Models
In the evolving landscape of software development, Large Language Models (LLMs) exhibit a unique phenomenon known as emergent abilities, demonstrating adeptness across numerous tasks, from text summarization to code generation. While these abilities open up novel avenues in software design and crafting, their incorporation presents substantial challenges. Developers grapple with decisions surrounding the direct embedding of LLMs within applications versus employing them for code generation. Moreover, effective prompt design becomes a critical concern, given the necessity of data extraction from natural language outputs. To address these intricacies, this paper introduces AskIt, a domain-specific language (DSL) specifically designed for LLMs. AskIt simplifies LLM integration, offering type-guided output control, template-based function definitions, and a unified interface that diminishes the distinction between LLM-based code generation and application integration. Furthermore, through Programming by Example (PBE), AskIt harnesses the power of few-shot learning at the programming language level. Our evaluations underscore AskIt's potency. Across 50 tasks, AskIt generated concise prompts for the given tasks, achieving a 16.14% reduction in prompt length relative to benchmarks. Additionally, by enabling the transition from direct LLM application usage to function generation, AskIt achieved significant speedups, as observed in our GSM8K benchmark experiments. Through these advancements, AskIt streamlines the integration of LLMs in software development, offering a more efficient, versatile approach for leveraging emergent abilities. The implementations of AskIt in TypeScript and Python are available at https://github.com/katsumiok/ts-askit and https://github.com/katsumiok/pyaskit, respectively.
Spellburst: A Node-based Interface for Exploratory Creative Coding with Natural Language Prompts
Creative coding tasks are often exploratory in nature. When producing digital artwork, artists usually begin with a high-level semantic construct such as a "stained glass filter" and programmatically implement it by varying code parameters such as shape, color, lines, and opacity to produce visually appealing results. Based on interviews with artists, it can be effortful to translate semantic constructs to program syntax, and current programming tools don't lend well to rapid creative exploration. To address these challenges, we introduce Spellburst, a large language model (LLM) powered creative-coding environment. Spellburst provides (1) a node-based interface that allows artists to create generative art and explore variations through branching and merging operations, (2) expressive prompt-based interactions to engage in semantic programming, and (3) dynamic prompt-driven interfaces and direct code editing to seamlessly switch between semantic and syntactic exploration. Our evaluation with artists demonstrates Spellburst's potential to enhance creative coding practices and inform the design of computational creativity tools that bridge semantic and syntactic spaces.
AmadeusGPT: a natural language interface for interactive animal behavioral analysis
The process of quantifying and analyzing animal behavior involves translating the naturally occurring descriptive language of their actions into machine-readable code. Yet, codifying behavior analysis is often challenging without deep understanding of animal behavior and technical machine learning knowledge. To limit this gap, we introduce AmadeusGPT: a natural language interface that turns natural language descriptions of behaviors into machine-executable code. Large-language models (LLMs) such as GPT3.5 and GPT4 allow for interactive language-based queries that are potentially well suited for making interactive behavior analysis. However, the comprehension capability of these LLMs is limited by the context window size, which prevents it from remembering distant conversations. To overcome the context window limitation, we implement a novel dual-memory mechanism to allow communication between short-term and long-term memory using symbols as context pointers for retrieval and saving. Concretely, users directly use language-based definitions of behavior and our augmented GPT develops code based on the core AmadeusGPT API, which contains machine learning, computer vision, spatio-temporal reasoning, and visualization modules. Users then can interactively refine results, and seamlessly add new behavioral modules as needed. We benchmark AmadeusGPT and show we can produce state-of-the-art performance on the MABE 2022 behavior challenge tasks. Note, an end-user would not need to write any code to achieve this. Thus, collectively AmadeusGPT presents a novel way to merge deep biological knowledge, large-language models, and core computer vision modules into a more naturally intelligent system. Code and demos can be found at: https://github.com/AdaptiveMotorControlLab/AmadeusGPT.
Novel Human Machine Interface via Robust Hand Gesture Recognition System using Channel Pruned YOLOv5s Model
Hand gesture recognition (HGR) is a vital component in enhancing the human-computer interaction experience, particularly in multimedia applications, such as virtual reality, gaming, smart home automation systems, etc. Users can control and navigate through these applications seamlessly by accurately detecting and recognizing gestures. However, in a real-time scenario, the performance of the gesture recognition system is sometimes affected due to the presence of complex background, low-light illumination, occlusion problems, etc. Another issue is building a fast and robust gesture-controlled human-computer interface (HCI) in the real-time scenario. The overall objective of this paper is to develop an efficient hand gesture detection and classification model using a channel-pruned YOLOv5-small model and utilize the model to build a gesture-controlled HCI with a quick response time (in ms) and higher detection speed (in fps). First, the YOLOv5s model is chosen for the gesture detection task. Next, the model is simplified by using a channel-pruned algorithm. After that, the pruned model is further fine-tuned to ensure detection efficiency. We have compared our suggested scheme with other state-of-the-art works, and it is observed that our model has shown superior results in terms of mAP (mean average precision), precision (\%), recall (\%), and F1-score (\%), fast inference time (in ms), and detection speed (in fps). Our proposed method paves the way for deploying a pruned YOLOv5s model for a real-time gesture-command-based HCI to control some applications, such as the VLC media player, Spotify player, etc., using correctly classified gesture commands in real-time scenarios. The average detection speed of our proposed system has reached more than 60 frames per second (fps) in real-time, which meets the perfect requirement in real-time application control.
LEXI: Large Language Models Experimentation Interface
The recent developments in Large Language Models (LLM), mark a significant moment in the research and development of social interactions with artificial agents. These agents are widely deployed in a variety of settings, with potential impact on users. However, the study of social interactions with agents powered by LLM is still emerging, limited by access to the technology and to data, the absence of standardised interfaces, and challenges to establishing controlled experimental setups using the currently available business-oriented platforms. To answer these gaps, we developed LEXI, LLMs Experimentation Interface, an open-source tool enabling the deployment of artificial agents powered by LLM in social interaction behavioural experiments. Using a graphical interface, LEXI allows researchers to build agents, and deploy them in experimental setups along with forms and questionnaires while collecting interaction logs and self-reported data. The outcomes of usability testing indicate LEXI's broad utility, high usability and minimum mental workload requirement, with distinctive benefits observed across disciplines. A proof-of-concept study exploring the tool's efficacy in evaluating social HAIs was conducted, resulting in high-quality data. A comparison of empathetic versus neutral agents indicated that people perceive empathetic agents as more social, and write longer and more positive messages towards them.
UEyes: An Eye-Tracking Dataset across User Interface Types
Different types of user interfaces differ significantly in the number of elements and how they are displayed. To examine how such differences affect the way users look at UIs, we collected and analyzed a large eye-tracking-based dataset, UEyes (62 participants, 1,980 UI screenshots, near 20K eye movement sequences), covering four major UI types: webpage, desktop UI, mobile UI, and poster. Furthermore, we analyze and discuss the differences in important factors, such as color, location, and gaze direction across UI types, individual viewing strategies and potential future directions. This position paper is a derivative of our recent paper with a particular focus on the UEyes dataset.
GraphiMind: LLM-centric Interface for Information Graphics Design
Information graphics are pivotal in effective information dissemination and storytelling. However, creating such graphics is extremely challenging for non-professionals, since the design process requires multifaceted skills and comprehensive knowledge. Thus, despite the many available authoring tools, a significant gap remains in enabling non-experts to produce compelling information graphics seamlessly, especially from scratch. Recent breakthroughs show that Large Language Models (LLMs), especially when tool-augmented, can autonomously engage with external tools, making them promising candidates for enabling innovative graphic design applications. In this work, we propose a LLM-centric interface with the agent GraphiMind for automatic generation, recommendation, and composition of information graphics design resources, based on user intent expressed through natural language. Our GraphiMind integrates a Textual Conversational Interface, powered by tool-augmented LLM, with a traditional Graphical Manipulation Interface, streamlining the entire design process from raw resource curation to composition and refinement. Extensive evaluations highlight our tool's proficiency in simplifying the design process, opening avenues for its use by non-professional users. Moreover, we spotlight the potential of LLMs in reshaping the domain of information graphics design, offering a blend of automation, versatility, and user-centric interactivity.
WebWISE: Web Interface Control and Sequential Exploration with Large Language Models
The paper investigates using a Large Language Model (LLM) to automatically perform web software tasks using click, scroll, and text input operations. Previous approaches, such as reinforcement learning (RL) or imitation learning, are inefficient to train and task-specific. Our method uses filtered Document Object Model (DOM) elements as observations and performs tasks step-by-step, sequentially generating small programs based on the current observations. We use in-context learning, either benefiting from a single manually provided example, or an automatically generated example based on a successful zero-shot trial. We evaluate the proposed method on the MiniWob++ benchmark. With only one in-context example, our WebWISE method achieves similar or better performance than other methods that require many demonstrations or trials.
An Interactive Interface for Novel Class Discovery in Tabular Data
Novel Class Discovery (NCD) is the problem of trying to discover novel classes in an unlabeled set, given a labeled set of different but related classes. The majority of NCD methods proposed so far only deal with image data, despite tabular data being among the most widely used type of data in practical applications. To interpret the results of clustering or NCD algorithms, data scientists need to understand the domain- and application-specific attributes of tabular data. This task is difficult and can often only be performed by a domain expert. Therefore, this interface allows a domain expert to easily run state-of-the-art algorithms for NCD in tabular data. With minimal knowledge in data science, interpretable results can be generated.
Meta Learning of Interface Conditions for Multi-Domain Physics-Informed Neural Networks
Physics-informed neural networks (PINNs) are emerging as popular mesh-free solvers for partial differential equations (PDEs). Recent extensions decompose the domain, applying different PINNs to solve the equation in each subdomain and aligning the solution at the interface of the subdomains. Hence, they can further alleviate the problem complexity, reduce the computational cost, and allow parallelization. However, the performance of the multi-domain PINNs is sensitive to the choice of the interface conditions for solution alignment. While quite a few conditions have been proposed, there is no suggestion about how to select the conditions according to specific problems. To address this gap, we propose META Learning of Interface Conditions (METALIC), a simple, efficient yet powerful approach to dynamically determine the optimal interface conditions for solving a family of parametric PDEs. Specifically, we develop two contextual multi-arm bandit models. The first one applies to the entire training procedure, and online updates a Gaussian process (GP) reward surrogate that given the PDE parameters and interface conditions predicts the solution error. The second one partitions the training into two stages, one is the stochastic phase and the other deterministic phase; we update a GP surrogate for each phase to enable different condition selections at the two stages so as to further bolster the flexibility and performance. We have shown the advantage of METALIC on four bench-mark PDE families.
Learning Adaptive Language Interfaces through Decomposition
Our goal is to create an interactive natural language interface that efficiently and reliably learns from users to complete tasks in simulated robotics settings. We introduce a neural semantic parsing system that learns new high-level abstractions through decomposition: users interactively teach the system by breaking down high-level utterances describing novel behavior into low-level steps that it can understand. Unfortunately, existing methods either rely on grammars which parse sentences with limited flexibility, or neural sequence-to-sequence models that do not learn efficiently or reliably from individual examples. Our approach bridges this gap, demonstrating the flexibility of modern neural systems, as well as the one-shot reliable generalization of grammar-based methods. Our crowdsourced interactive experiments suggest that over time, users complete complex tasks more efficiently while using our system by leveraging what they just taught. At the same time, getting users to trust the system enough to be incentivized to teach high-level utterances is still an ongoing challenge. We end with a discussion of some of the obstacles we need to overcome to fully realize the potential of the interactive paradigm.
Beyond Turn-Based Interfaces: Synchronous LLMs as Full-Duplex Dialogue Agents
Despite broad interest in modeling spoken dialogue agents, most approaches are inherently "half-duplex" -- restricted to turn-based interaction with responses requiring explicit prompting by the user or implicit tracking of interruption or silence events. Human dialogue, by contrast, is "full-duplex" allowing for rich synchronicity in the form of quick and dynamic turn-taking, overlapping speech, and backchanneling. Technically, the challenge of achieving full-duplex dialogue with LLMs lies in modeling synchrony as pre-trained LLMs do not have a sense of "time". To bridge this gap, we propose Synchronous LLMs for full-duplex spoken dialogue modeling. We design a novel mechanism to integrate time information into Llama3-8b so that they run synchronously with the real-world clock. We also introduce a training recipe that uses 212k hours of synthetic spoken dialogue data generated from text dialogue data to create a model that generates meaningful and natural spoken dialogue, with just 2k hours of real-world spoken dialogue data. Synchronous LLMs outperform state-of-the-art in dialogue meaningfulness while maintaining naturalness. Finally, we demonstrate the model's ability to participate in full-duplex dialogue by simulating interaction between two agents trained on different datasets, while considering Internet-scale latencies of up to 240 ms. Webpage: https://syncllm.cs.washington.edu/.
Next-Generation Database Interfaces: A Survey of LLM-based Text-to-SQL
Generating accurate SQL from natural language questions (text-to-SQL) is a long-standing challenge due to the complexities in user question understanding, database schema comprehension, and SQL generation. Conventional text-to-SQL systems, comprising human engineering and deep neural networks, have made substantial progress. Subsequently, pre-trained language models (PLMs) have been developed and utilized for text-to-SQL tasks, achieving promising performance. As modern databases become more complex, the corresponding user questions also grow more challenging, causing PLMs with parameter constraints to produce incorrect SQL. This necessitates more sophisticated and tailored optimization methods, which, in turn, restricts the applications of PLM-based systems. Recently, large language models (LLMs) have demonstrated significant capabilities in natural language understanding as the model scale increases. Therefore, integrating LLM-based implementation can bring unique opportunities, improvements, and solutions to text-to-SQL research. In this survey, we present a comprehensive review of LLM-based text-to-SQL. Specifically, we propose a brief overview of the technical challenges and the evolutionary process of text-to-SQL. Then, we provide a detailed introduction to the datasets and metrics designed to evaluate text-to-SQL systems. After that, we present a systematic analysis of recent advances in LLM-based text-to-SQL. Finally, we discuss the remaining challenges in this field and propose expectations for future research directions.
RLEEGNet: Integrating Brain-Computer Interfaces with Adaptive AI for Intuitive Responsiveness and High-Accuracy Motor Imagery Classification
Current approaches to prosthetic control are limited by their reliance on traditional methods, which lack real-time adaptability and intuitive responsiveness. These limitations are particularly pronounced in assistive technologies designed for individuals with diverse cognitive states and motor intentions. In this paper, we introduce a framework that leverages Reinforcement Learning (RL) with Deep Q-Networks (DQN) for classification tasks. Additionally, we present a preprocessing technique using the Common Spatial Pattern (CSP) for multiclass motor imagery (MI) classification in a One-Versus-The-Rest (OVR) manner. The subsequent 'csp space' transformation retains the temporal dimension of EEG signals, crucial for extracting discriminative features. The integration of DQN with a 1D-CNN-LSTM architecture optimizes the decision-making process in real-time, thereby enhancing the system's adaptability to the user's evolving needs and intentions. We elaborate on the data processing methods for two EEG motor imagery datasets. Our innovative model, RLEEGNet, incorporates a 1D-CNN-LSTM architecture as the Online Q-Network within the DQN, facilitating continuous adaptation and optimization of control strategies through feedback. This mechanism allows the system to learn optimal actions through trial and error, progressively improving its performance. RLEEGNet demonstrates high accuracy in classifying MI-EEG signals, achieving as high as 100% accuracy in MI tasks across both the GigaScience (3-class) and BCI-IV-2a (4-class) datasets. These results highlight the potential of combining DQN with a 1D-CNN-LSTM architecture to significantly enhance the adaptability and responsiveness of BCI systems.
Reinforcement Learning on Web Interfaces Using Workflow-Guided Exploration
Reinforcement learning (RL) agents improve through trial-and-error, but when reward is sparse and the agent cannot discover successful action sequences, learning stagnates. This has been a notable problem in training deep RL agents to perform web-based tasks, such as booking flights or replying to emails, where a single mistake can ruin the entire sequence of actions. A common remedy is to "warm-start" the agent by pre-training it to mimic expert demonstrations, but this is prone to overfitting. Instead, we propose to constrain exploration using demonstrations. From each demonstration, we induce high-level "workflows" which constrain the allowable actions at each time step to be similar to those in the demonstration (e.g., "Step 1: click on a textbox; Step 2: enter some text"). Our exploration policy then learns to identify successful workflows and samples actions that satisfy these workflows. Workflows prune out bad exploration directions and accelerate the agent's ability to discover rewards. We use our approach to train a novel neural policy designed to handle the semi-structured nature of websites, and evaluate on a suite of web tasks, including the recent World of Bits benchmark. We achieve new state-of-the-art results, and show that workflow-guided exploration improves sample efficiency over behavioral cloning by more than 100x.
Can LLM Already Serve as A Database Interface? A BIg Bench for Large-Scale Database Grounded Text-to-SQLs
Text-to-SQL parsing, which aims at converting natural language instructions into executable SQLs, has gained increasing attention in recent years. In particular, Codex and ChatGPT have shown impressive results in this task. However, most of the prevalent benchmarks, i.e., Spider, and WikiSQL, focus on database schema with few rows of database contents leaving the gap between academic study and real-world applications. To mitigate this gap, we present Bird, a big benchmark for large-scale database grounded in text-to-SQL tasks, containing 12,751 pairs of text-to-SQL data and 95 databases with a total size of 33.4 GB, spanning 37 professional domains. Our emphasis on database values highlights the new challenges of dirty database contents, external knowledge between NL questions and database contents, and SQL efficiency, particularly in the context of massive databases. To solve these problems, text-to-SQL models must feature database value comprehension in addition to semantic parsing. The experimental results demonstrate the significance of database values in generating accurate text-to-SQLs for big databases. Furthermore, even the most effective text-to-SQL models, i.e. ChatGPT, only achieves 40.08% in execution accuracy, which is still far from the human result of 92.96%, proving that challenges still stand. Besides, we also provide an efficiency analysis to offer insights into generating text-to-efficient-SQLs that are beneficial to industries. We believe that BIRD will contribute to advancing real-world applications of text-to-SQL research. The leaderboard and source code are available: https://bird-bench.github.io/.
Symbol-LLM: Towards Foundational Symbol-centric Interface For Large Language Models
Large Language Models (LLMs) have greatly propelled the progress in natural language(NL)-centric tasks based on NL interface. However, the NL form is not enough for world knowledge. Current works focus on this question by injecting specific symbolic knowledge into LLM, which ignore two critical challenges: the interrelations between various symbols and the balance between symbolic-centric and NL-centric capabilities. In this work, we tackle these challenges from both a data and framework perspective and introduce Symbol-LLM series models. First, we collect 34 symbolic tasks, covering ~20 different forms, which are unified to capture symbol interrelations. Then, a two-stage tuning framework succeeds in injecting symbolic knowledge without loss of the generality ability. Extensive experiments on both symbol- and NL-centric tasks demonstrate the balanced and superior performances of Symbol-LLM series models.
Pantograph: A Machine-to-Machine Interaction Interface for Advanced Theorem Proving, High Level Reasoning, and Data Extraction in Lean 4
Machine-assisted theorem proving refers to the process of conducting structured reasoning to automatically generate proofs for mathematical theorems. Recently, there has been a surge of interest in using machine learning models in conjunction with proof assistants to perform this task. In this paper, we introduce Pantograph, a tool that provides a versatile interface to the Lean 4 proof assistant and enables efficient proof search via powerful search algorithms such as Monte Carlo Tree Search. In addition, Pantograph enables high-level reasoning by enabling a more robust handling of Lean 4's inference steps. We provide an overview of Pantograph's architecture and features. We also report on an illustrative use case: using machine learning models and proof sketches to prove Lean 4 theorems. Pantograph's innovative features pave the way for more advanced machine learning models to perform complex proof searches and high-level reasoning, equipping future researchers to design more versatile and powerful theorem provers.
SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling
Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency. SketchMetaFace are available at https://zhongjinluo.github.io/SketchMetaFace/.
A Deep Neural Network for SSVEP-based Brain-Computer Interfaces
Objective: Target identification in brain-computer interface (BCI) spellers refers to the electroencephalogram (EEG) classification for predicting the target character that the subject intends to spell. When the visual stimulus of each character is tagged with a distinct frequency, the EEG records steady-state visually evoked potentials (SSVEP) whose spectrum is dominated by the harmonics of the target frequency. In this setting, we address the target identification and propose a novel deep neural network (DNN) architecture. Method: The proposed DNN processes the multi-channel SSVEP with convolutions across the sub-bands of harmonics, channels, time, and classifies at the fully connected layer. We test with two publicly available large scale (the benchmark and BETA) datasets consisting of in total 105 subjects with 40 characters. Our first stage training learns a global model by exploiting the statistical commonalities among all subjects, and the second stage fine tunes to each subject separately by exploiting the individualities. Results: Our DNN achieves impressive information transfer rates (ITRs) on both datasets, 265.23 bits/min and 196.59 bits/min, respectively, with only 0.4 seconds of stimulation. The code is available for reproducibility at https://github.com/osmanberke/Deep-SSVEP-BCI. Conclusion: The presented DNN strongly outperforms the state-of-the-art techniques as our accuracy and ITR rates are the highest ever reported performance results on these datasets. Significance: Due to its unprecedentedly high speller ITRs and flawless applicability to general SSVEP systems, our technique has great potential in various biomedical engineering settings of BCIs such as communication, rehabilitation and control.
Ferret-UI 2: Mastering Universal User Interface Understanding Across Platforms
Building a generalist model for user interface (UI) understanding is challenging due to various foundational issues, such as platform diversity, resolution variation, and data limitation. In this paper, we introduce Ferret-UI 2, a multimodal large language model (MLLM) designed for universal UI understanding across a wide range of platforms, including iPhone, Android, iPad, Webpage, and AppleTV. Building on the foundation of Ferret-UI, Ferret-UI 2 introduces three key innovations: support for multiple platform types, high-resolution perception through adaptive scaling, and advanced task training data generation powered by GPT-4o with set-of-mark visual prompting. These advancements enable Ferret-UI 2 to perform complex, user-centered interactions, making it highly versatile and adaptable for the expanding diversity of platform ecosystems. Extensive empirical experiments on referring, grounding, user-centric advanced tasks (comprising 9 subtasks times 5 platforms), GUIDE next-action prediction dataset, and GUI-World multi-platform benchmark demonstrate that Ferret-UI 2 significantly outperforms Ferret-UI, and also shows strong cross-platform transfer capabilities.
Low-code LLM: Graphical User Interface over Large Language Models
Utilizing Large Language Models (LLMs) for complex tasks is challenging, often involving a time-consuming and uncontrollable prompt engineering process. This paper introduces a novel human-LLM interaction framework, Low-code LLM. It incorporates six types of simple low-code visual programming interactions to achieve more controllable and stable responses. Through visual interaction with a graphical user interface, users can incorporate their ideas into the process without writing trivial prompts. The proposed Low-code LLM framework consists of a Planning LLM that designs a structured planning workflow for complex tasks, which can be correspondingly edited and confirmed by users through low-code visual programming operations, and an Executing LLM that generates responses following the user-confirmed workflow. We highlight three advantages of the low-code LLM: user-friendly interaction, controllable generation, and wide applicability. We demonstrate its benefits using four typical applications. By introducing this framework, we aim to bridge the gap between humans and LLMs, enabling more effective and efficient utilization of LLMs for complex tasks. The code, prompts, and experimental details are available at https://github.com/moymix/TaskMatrix/tree/main/LowCodeLLM. A system demonstration video can be found at https://www.youtube.com/watch?v=jb2C1vaeO3E.
Language Models are General-Purpose Interfaces
Foundation models have received much attention due to their effectiveness across a broad range of downstream applications. Though there is a big convergence in terms of architecture, most pretrained models are typically still developed for specific tasks or modalities. In this work, we propose to use language models as a general-purpose interface to various foundation models. A collection of pretrained encoders perceive diverse modalities (such as vision, and language), and they dock with a language model that plays the role of a universal task layer. We propose a semi-causal language modeling objective to jointly pretrain the interface and the modular encoders. We subsume the advantages and capabilities from both causal and non-causal modeling, thereby combining the best of two worlds. Specifically, the proposed method not only inherits the capabilities of in-context learning and open-ended generation from causal language modeling, but also is conducive to finetuning because of the bidirectional encoders. More importantly, our approach seamlessly unlocks the combinations of the above capabilities, e.g., enabling in-context learning or instruction following with finetuned encoders. Experimental results across various language-only and vision-language benchmarks show that our model outperforms or is competitive with specialized models on finetuning, zero-shot generalization, and few-shot learning.
Coherent Structures Governing Transport at Turbulent Interfaces
In an experiment on a turbulent jet, we detect interfacial turbulent layers in a frame that moves, on average, along with the \tnti. This significantly prolongs the observation time of scalar and velocity structures and enables the measurement of two types of Lagrangian coherent structures. One structure, the finite-time Lyapunov field (FTLE), quantifies advective transport barriers of fluid parcels while the other structure highlights barriers of diffusive momentum transport. These two complementary structures depend on large-scale and small-scale motion and are therefore associated with the growth of the turbulent region through engulfment or nibbling, respectively. We detect the \tnti\ from cluster analysis, where we divide the measured scalar field into four clusters. Not only the \tnti\ can be found this way, but also the next, internal, turbulent-turbulent interface. Conditional averages show that these interfaces are correlated with barriers of advective and diffusive transport when the Lagrangian integration time is smaller than the integral time scale. Diffusive structures decorrelate faster since they have a smaller timescale. Conditional averages of these structures at internal turbulent-turbulent interfaces show the same pattern with a more pronounced jump at the interface indicative of a shear layer. This is quite an unexpected outcome, as the internal interface is now defined not by the presence or absence of vorticity, but by conditional vorticity corresponding to two uniform concentration zones. The long-time diffusive momentum flux along Lagrangian paths represents the growth of the turbulent flow into the irrotational domain, a direct demonstration of nibbling. The diffusive flux parallel to the \tnti\ appears to be concentrated in a diffusive superlayer whose width is comparable with the Taylor microscale, which is relatively invariant in time.
Dynamic Planning for LLM-based Graphical User Interface Automation
The advent of large language models (LLMs) has spurred considerable interest in advancing autonomous LLMs-based agents, particularly in intriguing applications within smartphone graphical user interfaces (GUIs). When presented with a task goal, these agents typically emulate human actions within a GUI environment until the task is completed. However, a key challenge lies in devising effective plans to guide action prediction in GUI tasks, though planning have been widely recognized as effective for decomposing complex tasks into a series of steps. Specifically, given the dynamic nature of environmental GUIs following action execution, it is crucial to dynamically adapt plans based on environmental feedback and action history.We show that the widely-used ReAct approach fails due to the excessively long historical dialogues. To address this challenge, we propose a novel approach called Dynamic Planning of Thoughts (D-PoT) for LLM-based GUI agents.D-PoT involves the dynamic adjustment of planning based on the environmental feedback and execution history. Experimental results reveal that the proposed D-PoT significantly surpassed the strong GPT-4V baseline by +12.7% (34.66% rightarrow 47.36%) in accuracy. The analysis highlights the generality of dynamic planning in different backbone LLMs, as well as the benefits in mitigating hallucinations and adapting to unseen tasks. Code is available at https://github.com/sqzhang-lazy/D-PoT.
MiniGPT-Med: Large Language Model as a General Interface for Radiology Diagnosis
Recent advancements in artificial intelligence (AI) have precipitated significant breakthroughs in healthcare, particularly in refining diagnostic procedures. However, previous studies have often been constrained to limited functionalities. This study introduces MiniGPT-Med, a vision-language model derived from large-scale language models and tailored for medical applications. MiniGPT-Med demonstrates remarkable versatility across various imaging modalities, including X-rays, CT scans, and MRIs, enhancing its utility. The model is capable of performing tasks such as medical report generation, visual question answering (VQA), and disease identification within medical imagery. Its integrated processing of both image and textual clinical data markedly improves diagnostic accuracy. Our empirical assessments confirm MiniGPT-Med's superior performance in disease grounding, medical report generation, and VQA benchmarks, representing a significant step towards reducing the gap in assisting radiology practice. Furthermore, it achieves state-of-the-art performance on medical report generation, higher than the previous best model by 19\% accuracy. MiniGPT-Med promises to become a general interface for radiology diagnoses, enhancing diagnostic efficiency across a wide range of medical imaging applications.
PyPose v0.6: The Imperative Programming Interface for Robotics
PyPose is an open-source library for robot learning. It combines a learning-based approach with physics-based optimization, which enables seamless end-to-end robot learning. It has been used in many tasks due to its meticulously designed application programming interface (API) and efficient implementation. From its initial launch in early 2022, PyPose has experienced significant enhancements, incorporating a wide variety of new features into its platform. To satisfy the growing demand for understanding and utilizing the library and reduce the learning curve of new users, we present the fundamental design principle of the imperative programming interface, and showcase the flexible usage of diverse functionalities and modules using an extremely simple Dubins car example. We also demonstrate that the PyPose can be easily used to navigate a real quadruped robot with a few lines of code.
Online Recognition of Incomplete Gesture Data to Interface Collaborative Robots
Online recognition of gestures is critical for intuitive human-robot interaction (HRI) and further push collaborative robotics into the market, making robots accessible to more people. The problem is that it is difficult to achieve accurate gesture recognition in real unstructured environments, often using distorted and incomplete multisensory data. This paper introduces an HRI framework to classify large vocabularies of interwoven static gestures (SGs) and dynamic gestures (DGs) captured with wearable sensors. DG features are obtained by applying data dimensionality reduction to raw data from sensors (resampling with cubic interpolation and principal component analysis). Experimental tests were conducted using the UC2017 hand gesture dataset with samples from eight different subjects. The classification models show an accuracy of 95.6% for a library of 24 SGs with a random forest and 99.3% for 10 DGs using artificial neural networks. These results compare equally or favorably with different commonly used classifiers. Long short-term memory deep networks achieved similar performance in online frame-by-frame classification using raw incomplete data, performing better in terms of accuracy than static models with specially crafted features, but worse in training and inference time. The recognized gestures are used to teleoperate a robot in a collaborative process that consists in preparing a breakfast meal.
FLIN: A Flexible Natural Language Interface for Web Navigation
AI assistants can now carry out tasks for users by directly interacting with website UIs. Current semantic parsing and slot-filling techniques cannot flexibly adapt to many different websites without being constantly re-trained. We propose FLIN, a natural language interface for web navigation that maps user commands to concept-level actions (rather than low-level UI actions), thus being able to flexibly adapt to different websites and handle their transient nature. We frame this as a ranking problem: given a user command and a webpage, FLIN learns to score the most relevant navigation instruction (involving action and parameter values). To train and evaluate FLIN, we collect a dataset using nine popular websites from three domains. Our results show that FLIN was able to adapt to new websites in a given domain.
Widget Captioning: Generating Natural Language Description for Mobile User Interface Elements
Natural language descriptions of user interface (UI) elements such as alternative text are crucial for accessibility and language-based interaction in general. Yet, these descriptions are constantly missing in mobile UIs. We propose widget captioning, a novel task for automatically generating language descriptions for UI elements from multimodal input including both the image and the structural representations of user interfaces. We collected a large-scale dataset for widget captioning with crowdsourcing. Our dataset contains 162,859 language phrases created by human workers for annotating 61,285 UI elements across 21,750 unique UI screens. We thoroughly analyze the dataset, and train and evaluate a set of deep model configurations to investigate how each feature modality as well as the choice of learning strategies impact the quality of predicted captions. The task formulation and the dataset as well as our benchmark models contribute a solid basis for this novel multimodal captioning task that connects language and user interfaces.
Never-ending Learning of User Interfaces
Machine learning models have been trained to predict semantic information about user interfaces (UIs) to make apps more accessible, easier to test, and to automate. Currently, most models rely on datasets that are collected and labeled by human crowd-workers, a process that is costly and surprisingly error-prone for certain tasks. For example, it is possible to guess if a UI element is "tappable" from a screenshot (i.e., based on visual signifiers) or from potentially unreliable metadata (e.g., a view hierarchy), but one way to know for certain is to programmatically tap the UI element and observe the effects. We built the Never-ending UI Learner, an app crawler that automatically installs real apps from a mobile app store and crawls them to discover new and challenging training examples to learn from. The Never-ending UI Learner has crawled for more than 5,000 device-hours, performing over half a million actions on 6,000 apps to train three computer vision models for i) tappability prediction, ii) draggability prediction, and iii) screen similarity.
Efficient Deployment of Conversational Natural Language Interfaces over Databases
Many users communicate with chatbots and AI assistants in order to help them with various tasks. A key component of the assistant is the ability to understand and answer a user's natural language questions for question-answering (QA). Because data can be usually stored in a structured manner, an essential step involves turning a natural language question into its corresponding query language. However, in order to train most natural language-to-query-language state-of-the-art models, a large amount of training data is needed first. In most domains, this data is not available and collecting such datasets for various domains can be tedious and time-consuming. In this work, we propose a novel method for accelerating the training dataset collection for developing the natural language-to-query-language machine learning models. Our system allows one to generate conversational multi-term data, where multiple turns define a dialogue session, enabling one to better utilize chatbot interfaces. We train two current state-of-the-art NL-to-QL models, on both an SQL and SPARQL-based datasets in order to showcase the adaptability and efficacy of our created data.
GeoManip: Geometric Constraints as General Interfaces for Robot Manipulation
We present GeoManip, a framework to enable generalist robots to leverage essential conditions derived from object and part relationships, as geometric constraints, for robot manipulation. For example, cutting the carrot requires adhering to a geometric constraint: the blade of the knife should be perpendicular to the carrot's direction. By interpreting these constraints through symbolic language representations and translating them into low-level actions, GeoManip bridges the gap between natural language and robotic execution, enabling greater generalizability across diverse even unseen tasks, objects, and scenarios. Unlike vision-language-action models that require extensive training, operates training-free by utilizing large foundational models: a constraint generation module that predicts stage-specific geometric constraints and a geometry parser that identifies object parts involved in these constraints. A solver then optimizes trajectories to satisfy inferred constraints from task descriptions and the scene. Furthermore, GeoManip learns in-context and provides five appealing human-robot interaction features: on-the-fly policy adaptation, learning from human demonstrations, learning from failure cases, long-horizon action planning, and efficient data collection for imitation learning. Extensive evaluations on both simulations and real-world scenarios demonstrate GeoManip's state-of-the-art performance, with superior out-of-distribution generalization while avoiding costly model training.
DreamStruct: Understanding Slides and User Interfaces via Synthetic Data Generation
Enabling machines to understand structured visuals like slides and user interfaces is essential for making them accessible to people with disabilities. However, achieving such understanding computationally has required manual data collection and annotation, which is time-consuming and labor-intensive. To overcome this challenge, we present a method to generate synthetic, structured visuals with target labels using code generation. Our method allows people to create datasets with built-in labels and train models with a small number of human-annotated examples. We demonstrate performance improvements in three tasks for understanding slides and UIs: recognizing visual elements, describing visual content, and classifying visual content types.
Compositional Generalization for Natural Language Interfaces to Web APIs
This paper presents Okapi, a new dataset for Natural Language to executable web Application Programming Interfaces (NL2API). This dataset is in English and contains 22,508 questions and 9,019 unique API calls, covering three domains. We define new compositional generalization tasks for NL2API which explore the models' ability to extrapolate from simple API calls in the training set to new and more complex API calls in the inference phase. Also, the models are required to generate API calls that execute correctly as opposed to the existing approaches which evaluate queries with placeholder values. Our dataset is different than most of the existing compositional semantic parsing datasets because it is a non-synthetic dataset studying the compositional generalization in a low-resource setting. Okapi is a step towards creating realistic datasets and benchmarks for studying compositional generalization alongside the existing datasets and tasks. We report the generalization capabilities of sequence-to-sequence baseline models trained on a variety of the SCAN and Okapi datasets tasks. The best model achieves 15\% exact match accuracy when generalizing from simple API calls to more complex API calls. This highlights some challenges for future research. Okapi dataset and tasks are publicly available at https://aka.ms/nl2api/data.
GiT: Towards Generalist Vision Transformer through Universal Language Interface
This paper proposes a simple, yet effective framework, called GiT, simultaneously applicable for various vision tasks only with a vanilla ViT. Motivated by the universality of the Multi-layer Transformer architecture (e.g, GPT) widely used in large language models (LLMs), we seek to broaden its scope to serve as a powerful vision foundation model (VFM). However, unlike language modeling, visual tasks typically require specific modules, such as bounding box heads for detection and pixel decoders for segmentation, greatly hindering the application of powerful multi-layer transformers in the vision domain. To solve this, we design a universal language interface that empowers the successful auto-regressive decoding to adeptly unify various visual tasks, from image-level understanding (e.g., captioning), over sparse perception (e.g., detection), to dense prediction (e.g., segmentation). Based on the above designs, the entire model is composed solely of a ViT, without any specific additions, offering a remarkable architectural simplification. GiT is a multi-task visual model, jointly trained across five representative benchmarks without task-specific fine-tuning. Interestingly, our GiT builds a new benchmark in generalist performance, and fosters mutual enhancement across tasks, leading to significant improvements compared to isolated training. This reflects a similar impact observed in LLMs. Further enriching training with 27 datasets, GiT achieves strong zero-shot results over various tasks. Due to its simple design, this paradigm holds promise for narrowing the architectural gap between vision and language. Code and models will be available at https://github.com/Haiyang-W/GiT.
De-Diffusion Makes Text a Strong Cross-Modal Interface
We demonstrate text as a strong cross-modal interface. Rather than relying on deep embeddings to connect image and language as the interface representation, our approach represents an image as text, from which we enjoy the interpretability and flexibility inherent to natural language. We employ an autoencoder that uses a pre-trained text-to-image diffusion model for decoding. The encoder is trained to transform an input image into text, which is then fed into the fixed text-to-image diffusion decoder to reconstruct the original input -- a process we term De-Diffusion. Experiments validate both the precision and comprehensiveness of De-Diffusion text representing images, such that it can be readily ingested by off-the-shelf text-to-image tools and LLMs for diverse multi-modal tasks. For example, a single De-Diffusion model can generalize to provide transferable prompts for different text-to-image tools, and also achieves a new state of the art on open-ended vision-language tasks by simply prompting large language models with few-shot examples.
MiniGPT-v2: large language model as a unified interface for vision-language multi-task learning
Large language models have shown their remarkable capabilities as a general interface for various language-related applications. Motivated by this, we target to build a unified interface for completing many vision-language tasks including image description, visual question answering, and visual grounding, among others. The challenge is to use a single model for performing diverse vision-language tasks effectively with simple multi-modal instructions. Towards this objective, we introduce MiniGPT-v2, a model that can be treated as a unified interface for better handling various vision-language tasks. We propose using unique identifiers for different tasks when training the model. These identifiers enable our model to better distinguish each task instruction effortlessly and also improve the model learning efficiency for each task. After the three-stage training, the experimental results show that MiniGPT-v2 achieves strong performance on many visual question-answering and visual grounding benchmarks compared to other vision-language generalist models. Our model and codes are available at https://minigpt-v2.github.io/
Goal Representations for Instruction Following: A Semi-Supervised Language Interface to Control
Our goal is for robots to follow natural language instructions like "put the towel next to the microwave." But getting large amounts of labeled data, i.e. data that contains demonstrations of tasks labeled with the language instruction, is prohibitive. In contrast, obtaining policies that respond to image goals is much easier, because any autonomous trial or demonstration can be labeled in hindsight with its final state as the goal. In this work, we contribute a method that taps into joint image- and goal- conditioned policies with language using only a small amount of language data. Prior work has made progress on this using vision-language models or by jointly training language-goal-conditioned policies, but so far neither method has scaled effectively to real-world robot tasks without significant human annotation. Our method achieves robust performance in the real world by learning an embedding from the labeled data that aligns language not to the goal image, but rather to the desired change between the start and goal images that the instruction corresponds to. We then train a policy on this embedding: the policy benefits from all the unlabeled data, but the aligned embedding provides an interface for language to steer the policy. We show instruction following across a variety of manipulation tasks in different scenes, with generalization to language instructions outside of the labeled data. Videos and code for our approach can be found on our website: http://tiny.cc/grif .
UICoder: Finetuning Large Language Models to Generate User Interface Code through Automated Feedback
Large language models (LLMs) struggle to consistently generate UI code that compiles and produces visually relevant designs. Existing approaches to improve generation rely on expensive human feedback or distilling a proprietary model. In this paper, we explore the use of automated feedback (compilers and multi-modal models) to guide LLMs to generate high-quality UI code. Our method starts with an existing LLM and iteratively produces improved models by self-generating a large synthetic dataset using an original model, applying automated tools to aggressively filter, score, and de-duplicate the data into a refined higher quality dataset. The original LLM is improved by finetuning on this refined dataset. We applied our approach to several open-source LLMs and compared the resulting performance to baseline models with both automated metrics and human preferences. Our evaluation shows the resulting models outperform all other downloadable baselines and approach the performance of larger proprietary models.
Rigid Protein-Protein Docking via Equivariant Elliptic-Paraboloid Interface Prediction
The study of rigid protein-protein docking plays an essential role in a variety of tasks such as drug design and protein engineering. Recently, several learning-based methods have been proposed for the task, exhibiting much faster docking speed than those computational methods. In this paper, we propose a novel learning-based method called ElliDock, which predicts an elliptic paraboloid to represent the protein-protein docking interface. To be specific, our model estimates elliptic paraboloid interfaces for the two input proteins respectively, and obtains the roto-translation transformation for docking by making two interfaces coincide. By its design, ElliDock is independently equivariant with respect to arbitrary rotations/translations of the proteins, which is an indispensable property to ensure the generalization of the docking process. Experimental evaluations show that ElliDock achieves the fastest inference time among all compared methods and is strongly competitive with current state-of-the-art learning-based models such as DiffDock-PP and Multimer particularly for antibody-antigen docking.
Spin pumping by a moving domain wall at the interface of an antiferromagnetic insulator and a two-dimensional metal
A domain wall (DW) which moves parallel to a magnetically compensated interface between an antiferromagnetic insulator (AFMI) and a two-dimensional (2D) metal can pump spin polarization into the metal. It is assumed that localized spins of a collinear AFMI interact with itinerant electrons through their exchange interaction on the interface. We employed the formalism of Keldysh Green's functions for electrons which experience potential and spin-orbit scattering on random impurities. This formalism allows a unified analysis of spin pumping, spin diffusion and spin relaxation effects on a 2D electron gas. It is shown that the pumping of a nonstaggered magnetization into the metal film takes place in the second order with respect to the interface exchange interaction. At sufficiently weak spin relaxation this pumping effect can be much stronger than the first-order effect of the Pauli magnetism which is produced by the small nonstaggered exchange field of the DW. It is shown that the pumped polarization is sensitive to the geometry of the electron's Fermi surface and increases when the wave vector of the staggered magnetization approaches the nesting vector of the Fermi surface. In a disordered diffusive electron gas the induced spin polarization follows the motion of the domain wall. It is distributed asymmetrically around the DW over a distance which can be much larger than the DW width.
Fast-UMI: A Scalable and Hardware-Independent Universal Manipulation Interface
Collecting real-world manipulation trajectory data involving robotic arms is essential for developing general-purpose action policies in robotic manipulation, yet such data remains scarce. Existing methods face limitations such as high costs, labor intensity, hardware dependencies, and complex setup requirements involving SLAM algorithms. In this work, we introduce Fast-UMI, an interface-mediated manipulation system comprising two key components: a handheld device operated by humans for data collection and a robot-mounted device used during policy inference. Our approach employs a decoupled design compatible with a wide range of grippers while maintaining consistent observation perspectives, allowing models trained on handheld-collected data to be directly applied to real robots. By directly obtaining the end-effector pose using existing commercial hardware products, we eliminate the need for complex SLAM deployment and calibration, streamlining data processing. Fast-UMI provides supporting software tools for efficient robot learning data collection and conversion, facilitating rapid, plug-and-play functionality. This system offers an efficient and user-friendly tool for robotic learning data acquisition.
Characterizing and modeling harms from interactions with design patterns in AI interfaces
The proliferation of applications using artificial intelligence (AI) systems has led to a growing number of users interacting with these systems through sophisticated interfaces. Human-computer interaction research has long shown that interfaces shape both user behavior and user perception of technical capabilities and risks. Yet, practitioners and researchers evaluating the social and ethical risks of AI systems tend to overlook the impact of anthropomorphic, deceptive, and immersive interfaces on human-AI interactions. Here, we argue that design features of interfaces with adaptive AI systems can have cascading impacts, driven by feedback loops, which extend beyond those previously considered. We first conduct a scoping review of AI interface designs and their negative impact to extract salient themes of potentially harmful design patterns in AI interfaces. Then, we propose Design-Enhanced Control of AI systems (DECAI), a conceptual model to structure and facilitate impact assessments of AI interface designs. DECAI draws on principles from control systems theory -- a theory for the analysis and design of dynamic physical systems -- to dissect the role of the interface in human-AI systems. Through two case studies on recommendation systems and conversational language model systems, we show how DECAI can be used to evaluate AI interface designs.
Tutorial: Remote entanglement protocols for stationary qubits with photonic interfaces
Generating entanglement between distant quantum systems is at the core of quantum networking. In recent years, numerous theoretical protocols for remote entanglement generation have been proposed, of which many have been experimentally realized. Here, we provide a modular theoretical framework to elucidate the general mechanisms of photon-mediated entanglement generation between single spins in atomic or solid-state systems. Our framework categorizes existing protocols at various levels of abstraction and allows for combining the elements of different schemes in new ways. These abstraction layers make it possible to readily compare protocols for different quantum hardware. To enable the practical evaluation of protocols tailored to specific experimental parameters, we have devised numerical simulations based on the framework with our codes available online.
From Pixels to UI Actions: Learning to Follow Instructions via Graphical User Interfaces
Much of the previous work towards digital agents for graphical user interfaces (GUIs) has relied on text-based representations (derived from HTML or other structured data sources), which are not always readily available. These input representations have been often coupled with custom, task-specific action spaces. This paper focuses on creating agents that interact with the digital world using the same conceptual interface that humans commonly use -- via pixel-based screenshots and a generic action space corresponding to keyboard and mouse actions. Building upon recent progress in pixel-based pretraining, we show, for the first time, that it is possible for such agents to outperform human crowdworkers on the MiniWob++ benchmark of GUI-based instruction following tasks.
ActionBert: Leveraging User Actions for Semantic Understanding of User Interfaces
As mobile devices are becoming ubiquitous, regularly interacting with a variety of user interfaces (UIs) is a common aspect of daily life for many people. To improve the accessibility of these devices and to enable their usage in a variety of settings, building models that can assist users and accomplish tasks through the UI is vitally important. However, there are several challenges to achieve this. First, UI components of similar appearance can have different functionalities, making understanding their function more important than just analyzing their appearance. Second, domain-specific features like Document Object Model (DOM) in web pages and View Hierarchy (VH) in mobile applications provide important signals about the semantics of UI elements, but these features are not in a natural language format. Third, owing to a large diversity in UIs and absence of standard DOM or VH representations, building a UI understanding model with high coverage requires large amounts of training data. Inspired by the success of pre-training based approaches in NLP for tackling a variety of problems in a data-efficient way, we introduce a new pre-trained UI representation model called ActionBert. Our methodology is designed to leverage visual, linguistic and domain-specific features in user interaction traces to pre-train generic feature representations of UIs and their components. Our key intuition is that user actions, e.g., a sequence of clicks on different UI components, reveals important information about their functionality. We evaluate the proposed model on a wide variety of downstream tasks, ranging from icon classification to UI component retrieval based on its natural language description. Experiments show that the proposed ActionBert model outperforms multi-modal baselines across all downstream tasks by up to 15.5%.
UFO: A Unified Approach to Fine-grained Visual Perception via Open-ended Language Interface
Generalist models have achieved remarkable success in both language and vision-language tasks, showcasing the potential of unified modeling. However, effectively integrating fine-grained perception tasks like detection and segmentation into these models remains a significant challenge. This is primarily because these tasks often rely heavily on task-specific designs and architectures that can complicate the modeling process. To address this challenge, we present \ours, a framework that Unifies Fine-grained visual perception tasks through an Open-ended language interface. By transforming all perception targets into the language space, \ours unifies object-level detection, pixel-level segmentation, and image-level vision-language tasks into a single model. Additionally, we introduce a novel embedding retrieval approach that relies solely on the language interface to support segmentation tasks. Our framework bridges the gap between fine-grained perception and vision-language tasks, significantly simplifying architectural design and training strategies while achieving comparable or superior performance to methods with intricate task-specific designs. After multi-task training on five standard visual perception datasets, \ours outperforms the previous state-of-the-art generalist models by 12.3 mAP on COCO instance segmentation and 3.3 mIoU on ADE20K semantic segmentation. Furthermore, our method seamlessly integrates with existing MLLMs, effectively combining fine-grained perception capabilities with their advanced language abilities, thereby enabling more challenging tasks such as reasoning segmentation. Code and models will be publicly available.
Breaking Barriers to Creative Expression: Co-Designing and Implementing an Accessible Text-to-Image Interface
Text-to-image generation models have grown in popularity due to their ability to produce high-quality images from a text prompt. One use for this technology is to enable the creation of more accessible art creation software. In this paper, we document the development of an alternative user interface that reduces the typing effort needed to enter image prompts by providing suggestions from a large language model, developed through iterative design and testing within the project team. The results of this testing demonstrate how generative text models can support the accessibility of text-to-image models, enabling users with a range of abilities to create visual art.
Interactive Speculative Planning: Enhance Agent Efficiency through Co-design of System and User Interface
Agents, as user-centric tools, are increasingly deployed for human task delegation, assisting with a broad spectrum of requests by generating thoughts, engaging with user proxies, and producing action plans. However, agents based on large language models (LLMs) often face substantial planning latency due to two primary factors: the efficiency limitations of the underlying LLMs due to their large size and high demand, and the structural complexity of the agents due to the extensive generation of intermediate thoughts to produce the final output. Given that inefficiency in service provision can undermine the value of automation for users, this paper presents a human-centered efficient agent planning method -- Interactive Speculative Planning -- aiming at enhancing the efficiency of agent planning through both system design and human-AI interaction. Our approach advocates for the co-design of the agent system and user interface, underscoring the importance of an agent system that can fluidly manage user interactions and interruptions. By integrating human interruptions as a fundamental component of the system, we not only make it more user-centric but also expedite the entire process by leveraging human-in-the-loop interactions to provide accurate intermediate steps. Code and data will be released.
Snips Voice Platform: an embedded Spoken Language Understanding system for private-by-design voice interfaces
This paper presents the machine learning architecture of the Snips Voice Platform, a software solution to perform Spoken Language Understanding on microprocessors typical of IoT devices. The embedded inference is fast and accurate while enforcing privacy by design, as no personal user data is ever collected. Focusing on Automatic Speech Recognition and Natural Language Understanding, we detail our approach to training high-performance Machine Learning models that are small enough to run in real-time on small devices. Additionally, we describe a data generation procedure that provides sufficient, high-quality training data without compromising user privacy.
Bayesian active learning for optimization and uncertainty quantification in protein docking
Motivation: Ab initio protein docking represents a major challenge for optimizing a noisy and costly "black box"-like function in a high-dimensional space. Despite progress in this field, there is no docking method available for rigorous uncertainty quantification (UQ) of its solution quality (e.g. interface RMSD or iRMSD). Results: We introduce a novel algorithm, Bayesian Active Learning (BAL), for optimization and UQ of such black-box functions and flexible protein docking. BAL directly models the posterior distribution of the global optimum (or native structures for protein docking) with active sampling and posterior estimation iteratively feeding each other. Furthermore, we use complex normal modes to represent a homogeneous Euclidean conformation space suitable for high-dimension optimization and construct funnel-like energy models for encounter complexes. Over a protein docking benchmark set and a CAPRI set including homology docking, we establish that BAL significantly improve against both starting points by rigid docking and refinements by particle swarm optimization, providing for one third targets a top-3 near-native prediction. BAL also generates tight confidence intervals with half range around 25% of iRMSD and confidence level at 85%. Its estimated probability of a prediction being native or not achieves binary classification AUROC at 0.93 and AUPRC over 0.60 (compared to 0.14 by chance); and also found to help ranking predictions. To the best of our knowledge, this study represents the first uncertainty quantification solution for protein docking, with theoretical rigor and comprehensive assessment. Source codes are available at https://github.com/Shen-Lab/BAL.
LVLM-Intrepret: An Interpretability Tool for Large Vision-Language Models
In the rapidly evolving landscape of artificial intelligence, multi-modal large language models are emerging as a significant area of interest. These models, which combine various forms of data input, are becoming increasingly popular. However, understanding their internal mechanisms remains a complex task. Numerous advancements have been made in the field of explainability tools and mechanisms, yet there is still much to explore. In this work, we present a novel interactive application aimed towards understanding the internal mechanisms of large vision-language models. Our interface is designed to enhance the interpretability of the image patches, which are instrumental in generating an answer, and assess the efficacy of the language model in grounding its output in the image. With our application, a user can systematically investigate the model and uncover system limitations, paving the way for enhancements in system capabilities. Finally, we present a case study of how our application can aid in understanding failure mechanisms in a popular large multi-modal model: LLaVA.
Allowing humans to interactively guide machines where to look does not always improve a human-AI team's classification accuracy
Via thousands of papers in Explainable AI (XAI), attention maps vaswani2017attention and feature attribution maps bansal2020sam have been established as a common means for explaining the input features that are important to AI's decisions. It is an interesting but unexplored question whether allowing users to edit the importance scores of input features at test time would improve the human-AI team's accuracy on downstream tasks. In this paper, we address this question by taking CHM-Corr, a state-of-the-art, ante-hoc explanation method taesiri2022visual that first predicts patch-wise correspondences between the input and the training-set images, and then uses them to make classification decisions. We build an interactive interface on top of CHM-Corr, enabling users to directly edit the initial feature attribution map provided by CHM-Corr. Via our CHM-Corr++ interface, users gain insights into if, when, and how the model changes its outputs, enhancing understanding beyond static explanations. Our user study with 18 machine learning researchers who performed sim1,400 decisions shows that our interactive approach does not improve user accuracy on CUB-200 bird image classification over static explanations. This challenges the belief that interactivity inherently boosts XAI effectiveness~sokol2020one,sun2022exploring,shen2024towards,singh2024rethinking,mindlin2024beyond,lakkaraju2022rethinking,cheng2019explaining,liu2021understanding and raises needs for future research. Our work contributes to the field by open-sourcing an interactive tool for manipulating model attention, and it lays the groundwork for future research to enable effective human-AI interaction in computer vision. We release code and data on https://anonymous.4open.science/r/CHMCorrPlusPlus/{github}. Our interface are available http://137.184.82.109:7080/{here}.
Data-Copilot: Bridging Billions of Data and Humans with Autonomous Workflow
Various industries such as finance, meteorology, and energy generate vast amounts of heterogeneous data every day. There is a natural demand for humans to manage, process, and display data efficiently. However, it necessitates labor-intensive efforts and a high level of expertise for these data-related tasks. Considering that large language models (LLMs) have showcased promising capabilities in semantic understanding and reasoning, we advocate that the deployment of LLMs could autonomously manage and process massive amounts of data while displaying and interacting in a human-friendly manner. Based on this belief, we propose Data-Copilot, an LLM-based system that connects numerous data sources on one end and caters to diverse human demands on the other end. Acting like an experienced expert, Data-Copilot autonomously transforms raw data into visualization results that best match the user's intent. Specifically, Data-Copilot autonomously designs versatile interfaces (tools) for data management, processing, prediction, and visualization. In real-time response, it automatically deploys a concise workflow by invoking corresponding interfaces step by step for the user's request. The interface design and deployment processes are fully controlled by Data-Copilot itself, without human assistance. Besides, we create a Data-Copilot demo that links abundant data from different domains (stock, fund, company, economics, and live news) and accurately respond to diverse requests, serving as a reliable AI assistant.
Leveraging Large Language Models for Multimodal Search
Multimodal search has become increasingly important in providing users with a natural and effective way to ex-press their search intentions. Images offer fine-grained details of the desired products, while text allows for easily incorporating search modifications. However, some existing multimodal search systems are unreliable and fail to address simple queries. The problem becomes harder with the large variability of natural language text queries, which may contain ambiguous, implicit, and irrelevant in-formation. Addressing these issues may require systems with enhanced matching capabilities, reasoning abilities, and context-aware query parsing and rewriting. This paper introduces a novel multimodal search model that achieves a new performance milestone on the Fashion200K dataset. Additionally, we propose a novel search interface integrating Large Language Models (LLMs) to facilitate natural language interaction. This interface routes queries to search systems while conversationally engaging with users and considering previous searches. When coupled with our multimodal search model, it heralds a new era of shopping assistants capable of offering human-like interaction and enhancing the overall search experience.
Who Validates the Validators? Aligning LLM-Assisted Evaluation of LLM Outputs with Human Preferences
Due to the cumbersome nature of human evaluation and limitations of code-based evaluation, Large Language Models (LLMs) are increasingly being used to assist humans in evaluating LLM outputs. Yet LLM-generated evaluators simply inherit all the problems of the LLMs they evaluate, requiring further human validation. We present a mixed-initiative approach to ``validate the validators'' -- aligning LLM-generated evaluation functions (be it prompts or code) with human requirements. Our interface, EvalGen, provides automated assistance to users in generating evaluation criteria and implementing assertions. While generating candidate implementations (Python functions, LLM grader prompts), EvalGen asks humans to grade a subset of LLM outputs; this feedback is used to select implementations that better align with user grades. A qualitative study finds overall support for EvalGen but underscores the subjectivity and iterative process of alignment. In particular, we identify a phenomenon we dub criteria drift: users need criteria to grade outputs, but grading outputs helps users define criteria. What is more, some criteria appears dependent on the specific LLM outputs observed (rather than independent criteria that can be defined a priori), raising serious questions for approaches that assume the independence of evaluation from observation of model outputs. We present our interface and implementation details, a comparison of our algorithm with a baseline approach, and implications for the design of future LLM evaluation assistants.
Godot Reinforcement Learning Agents
We present Godot Reinforcement Learning (RL) Agents, an open-source interface for developing environments and agents in the Godot Game Engine. The Godot RL Agents interface allows the design, creation and learning of agent behaviors in challenging 2D and 3D environments with various on-policy and off-policy Deep RL algorithms. We provide a standard Gym interface, with wrappers for learning in the Ray RLlib and Stable Baselines RL frameworks. This allows users access to over 20 state of the art on-policy, off-policy and multi-agent RL algorithms. The framework is a versatile tool that allows researchers and game designers the ability to create environments with discrete, continuous and mixed action spaces. The interface is relatively performant, with 12k interactions per second on a high end laptop computer, when parallized on 4 CPU cores. An overview video is available here: https://youtu.be/g1MlZSFqIj4
GANav: Efficient Terrain Segmentation for Robot Navigation in Unstructured Outdoor Environments
We propose GANav, a novel group-wise attention mechanism to identify safe and navigable regions in off-road terrains and unstructured environments from RGB images. Our approach classifies terrains based on their navigability levels using coarse-grained semantic segmentation. Our novel group-wise attention loss enables any backbone network to explicitly focus on the different groups' features with low spatial resolution. Our design leads to efficient inference while maintaining a high level of accuracy compared to existing SOTA methods. Our extensive evaluations on the RUGD and RELLIS-3D datasets shows that GANav achieves an improvement over the SOTA mIoU by 2.25-39.05% on RUGD and 5.17-19.06% on RELLIS-3D. We interface GANav with a deep reinforcement learning-based navigation algorithm and highlight its benefits in terms of navigation in real-world unstructured terrains. We integrate our GANav-based navigation algorithm with ClearPath Jackal and Husky robots, and observe an increase of 10% in terms of success rate, 2-47% in terms of selecting the surface with the best navigability and a decrease of 4.6-13.9% in trajectory roughness. Further, GANav reduces the false positive rate of forbidden regions by 37.79%. Code, videos, and a full technical report are available at https://gamma.umd.edu/offroad/.
AutoGUI: Scaling GUI Grounding with Automatic Functionality Annotations from LLMs
User interface understanding with vision-language models has received much attention due to its potential for enabling next-generation software automation. However, existing UI datasets either only provide large-scale context-free element annotations or contextualized functional descriptions for elements at a much smaller scale. In this work, we propose the pipeline for automatically annotating UI elements with detailed functionality descriptions at scale. Specifically, we leverage large language models (LLMs) to infer element functionality by comparing the UI content changes before and after simulated interactions with specific UI elements. To improve annotation quality, we propose LLM-aided rejection and verification, eliminating invalid and incorrect annotations without human labor. We construct an -704k dataset using the proposed pipeline, featuring multi-resolution, multi-device screenshots, diverse data domains, and detailed functionality annotations that have never been provided by previous datasets. Human evaluation shows that the AutoGUI pipeline achieves annotation correctness comparable to trained human annotators. Extensive experimental results show that our -704k dataset remarkably enhances VLM's UI grounding capabilities, exhibits significant scaling effects, and outperforms existing web pre-training data types. We envision AutoGUI as a scalable pipeline for generating massive data to build GUI-oriented VLMs. AutoGUI dataset can be viewed at this anonymous URL: https://autogui-project.github.io/.
Inferring Alt-text For UI Icons With Large Language Models During App Development
Ensuring accessibility in mobile applications remains a significant challenge, particularly for visually impaired users who rely on screen readers. User interface icons are essential for navigation and interaction and often lack meaningful alt-text, creating barriers to effective use. Traditional deep learning approaches for generating alt-text require extensive datasets and struggle with the diversity and imbalance of icon types. More recent Vision Language Models (VLMs) require complete UI screens, which can be impractical during the iterative phases of app development. To address these issues, we introduce a novel method using Large Language Models (LLMs) to autonomously generate informative alt-text for mobile UI icons with partial UI data. By incorporating icon context, that include class, resource ID, bounds, OCR-detected text, and contextual information from parent and sibling nodes, we fine-tune an off-the-shelf LLM on a small dataset of approximately 1.4k icons, yielding IconDesc. In an empirical evaluation and a user study IconDesc demonstrates significant improvements in generating relevant alt-text. This ability makes IconDesc an invaluable tool for developers, aiding in the rapid iteration and enhancement of UI accessibility.
Tweet Insights: A Visualization Platform to Extract Temporal Insights from Twitter
This paper introduces a large collection of time series data derived from Twitter, postprocessed using word embedding techniques, as well as specialized fine-tuned language models. This data comprises the past five years and captures changes in n-gram frequency, similarity, sentiment and topic distribution. The interface built on top of this data enables temporal analysis for detecting and characterizing shifts in meaning, including complementary information to trending metrics, such as sentiment and topic association over time. We release an online demo for easy experimentation, and we share code and the underlying aggregated data for future work. In this paper, we also discuss three case studies unlocked thanks to our platform, showcasing its potential for temporal linguistic analysis.
Demo of the Linguistic Field Data Management and Analysis System -- LiFE
In the proposed demo, we will present a new software - Linguistic Field Data Management and Analysis System - LiFE (https://github.com/kmi-linguistics/life) - an open-source, web-based linguistic data management and analysis application that allows for systematic storage, management, sharing and usage of linguistic data collected from the field. The application allows users to store lexical items, sentences, paragraphs, audio-visual content with rich glossing / annotation; generate interactive and print dictionaries; and also train and use natural language processing tools and models for various purposes using this data. Since its a web-based application, it also allows for seamless collaboration among multiple persons and sharing the data, models, etc with each other. The system uses the Python-based Flask framework and MongoDB in the backend and HTML, CSS and Javascript at the frontend. The interface allows creation of multiple projects that could be shared with the other users. At the backend, the application stores the data in RDF format so as to allow its release as Linked Data over the web using semantic web technologies - as of now it makes use of the OntoLex-Lemon for storing the lexical data and Ligt for storing the interlinear glossed text and then internally linking it to the other linked lexicons and databases such as DBpedia and WordNet. Furthermore it provides support for training the NLP systems using scikit-learn and HuggingFace Transformers libraries as well as make use of any model trained using these libraries - while the user interface itself provides limited options for tuning the system, an externally-trained model could be easily incorporated within the application; similarly the dataset itself could be easily exported into a standard machine-readable format like JSON or CSV that could be consumed by other programs and pipelines.
RayTracer.jl: A Differentiable Renderer that supports Parameter Optimization for Scene Reconstruction
In this paper, we present RayTracer.jl, a renderer in Julia that is fully differentiable using source-to-source Automatic Differentiation (AD). This means that RayTracer not only renders 2D images from 3D scene parameters, but it can be used to optimize for model parameters that generate a target image in a Differentiable Programming (DP) pipeline. We interface our renderer with the deep learning library Flux for use in combination with neural networks. We demonstrate the use of this differentiable renderer in rendering tasks and in solving inverse graphics problems.
FaceShop: Deep Sketch-based Face Image Editing
We present a novel system for sketch-based face image editing, enabling users to edit images intuitively by sketching a few strokes on a region of interest. Our interface features tools to express a desired image manipulation by providing both geometry and color constraints as user-drawn strokes. As an alternative to the direct user input, our proposed system naturally supports a copy-paste mode, which allows users to edit a given image region by using parts of another exemplar image without the need of hand-drawn sketching at all. The proposed interface runs in real-time and facilitates an interactive and iterative workflow to quickly express the intended edits. Our system is based on a novel sketch domain and a convolutional neural network trained end-to-end to automatically learn to render image regions corresponding to the input strokes. To achieve high quality and semantically consistent results we train our neural network on two simultaneous tasks, namely image completion and image translation. To the best of our knowledge, we are the first to combine these two tasks in a unified framework for interactive image editing. Our results show that the proposed sketch domain, network architecture, and training procedure generalize well to real user input and enable high quality synthesis results without additional post-processing.
VoxelNet: End-to-End Learning for Point Cloud Based 3D Object Detection
Accurate detection of objects in 3D point clouds is a central problem in many applications, such as autonomous navigation, housekeeping robots, and augmented/virtual reality. To interface a highly sparse LiDAR point cloud with a region proposal network (RPN), most existing efforts have focused on hand-crafted feature representations, for example, a bird's eye view projection. In this work, we remove the need of manual feature engineering for 3D point clouds and propose VoxelNet, a generic 3D detection network that unifies feature extraction and bounding box prediction into a single stage, end-to-end trainable deep network. Specifically, VoxelNet divides a point cloud into equally spaced 3D voxels and transforms a group of points within each voxel into a unified feature representation through the newly introduced voxel feature encoding (VFE) layer. In this way, the point cloud is encoded as a descriptive volumetric representation, which is then connected to a RPN to generate detections. Experiments on the KITTI car detection benchmark show that VoxelNet outperforms the state-of-the-art LiDAR based 3D detection methods by a large margin. Furthermore, our network learns an effective discriminative representation of objects with various geometries, leading to encouraging results in 3D detection of pedestrians and cyclists, based on only LiDAR.
Towards Accurate Differential Diagnosis with Large Language Models
An accurate differential diagnosis (DDx) is a cornerstone of medical care, often reached through an iterative process of interpretation that combines clinical history, physical examination, investigations and procedures. Interactive interfaces powered by Large Language Models (LLMs) present new opportunities to both assist and automate aspects of this process. In this study, we introduce an LLM optimized for diagnostic reasoning, and evaluate its ability to generate a DDx alone or as an aid to clinicians. 20 clinicians evaluated 302 challenging, real-world medical cases sourced from the New England Journal of Medicine (NEJM) case reports. Each case report was read by two clinicians, who were randomized to one of two assistive conditions: either assistance from search engines and standard medical resources, or LLM assistance in addition to these tools. All clinicians provided a baseline, unassisted DDx prior to using the respective assistive tools. Our LLM for DDx exhibited standalone performance that exceeded that of unassisted clinicians (top-10 accuracy 59.1% vs 33.6%, [p = 0.04]). Comparing the two assisted study arms, the DDx quality score was higher for clinicians assisted by our LLM (top-10 accuracy 51.7%) compared to clinicians without its assistance (36.1%) (McNemar's Test: 45.7, p < 0.01) and clinicians with search (44.4%) (4.75, p = 0.03). Further, clinicians assisted by our LLM arrived at more comprehensive differential lists than those without its assistance. Our study suggests that our LLM for DDx has potential to improve clinicians' diagnostic reasoning and accuracy in challenging cases, meriting further real-world evaluation for its ability to empower physicians and widen patients' access to specialist-level expertise.
Beyond the Chat: Executable and Verifiable Text-Editing with LLMs
Conversational interfaces powered by Large Language Models (LLMs) have recently become a popular way to obtain feedback during document editing. However, standard chat-based conversational interfaces do not support transparency and verifiability of the editing changes that they suggest. To give the author more agency when editing with an LLM, we present InkSync, an editing interface that suggests executable edits directly within the document being edited. Because LLMs are known to introduce factual errors, Inksync also supports a 3-stage approach to mitigate this risk: Warn authors when a suggested edit introduces new information, help authors Verify the new information's accuracy through external search, and allow an auditor to perform an a-posteriori verification by Auditing the document via a trace of all auto-generated content. Two usability studies confirm the effectiveness of InkSync's components when compared to standard LLM-based chat interfaces, leading to more accurate, more efficient editing, and improved user experience.
Small-Text: Active Learning for Text Classification in Python
We introduce small-text, an easy-to-use active learning library, which offers pool-based active learning for single- and multi-label text classification in Python. It features numerous pre-implemented state-of-the-art query strategies, including some that leverage the GPU. Standardized interfaces allow the combination of a variety of classifiers, query strategies, and stopping criteria, facilitating a quick mix and match, and enabling a rapid and convenient development of both active learning experiments and applications. With the objective of making various classifiers and query strategies accessible for active learning, small-text integrates several well-known machine learning libraries, namely scikit-learn, PyTorch, and Hugging Face transformers. The latter integrations are optionally installable extensions, so GPUs can be used but are not required. Using this new library, we investigate the performance of the recently published SetFit training paradigm, which we compare to vanilla transformer fine-tuning, finding that it matches the latter in classification accuracy while outperforming it in area under the curve. The library is available under the MIT License at https://github.com/webis-de/small-text, in version 1.3.0 at the time of writing.
Black Box Adversarial Prompting for Foundation Models
Prompting interfaces allow users to quickly adjust the output of generative models in both vision and language. However, small changes and design choices in the prompt can lead to significant differences in the output. In this work, we develop a black-box framework for generating adversarial prompts for unstructured image and text generation. These prompts, which can be standalone or prepended to benign prompts, induce specific behaviors into the generative process, such as generating images of a particular object or generating high perplexity text.
Xplique: A Deep Learning Explainability Toolbox
Today's most advanced machine-learning models are hardly scrutable. The key challenge for explainability methods is to help assisting researchers in opening up these black boxes, by revealing the strategy that led to a given decision, by characterizing their internal states or by studying the underlying data representation. To address this challenge, we have developed Xplique: a software library for explainability which includes representative explainability methods as well as associated evaluation metrics. It interfaces with one of the most popular learning libraries: Tensorflow as well as other libraries including PyTorch, scikit-learn and Theano. The code is licensed under the MIT license and is freely available at github.com/deel-ai/xplique.
OS-Genesis: Automating GUI Agent Trajectory Construction via Reverse Task Synthesis
Graphical User Interface (GUI) agents powered by Vision-Language Models (VLMs) have demonstrated human-like computer control capability. Despite their utility in advancing digital automation, a critical bottleneck persists: collecting high-quality trajectory data for training. Common practices for collecting such data rely on human supervision or synthetic data generation through executing pre-defined tasks, which are either resource-intensive or unable to guarantee data quality. Moreover, these methods suffer from limited data diversity and significant gaps between synthetic data and real-world environments. To address these challenges, we propose OS-Genesis, a novel GUI data synthesis pipeline that reverses the conventional trajectory collection process. Instead of relying on pre-defined tasks, OS-Genesis enables agents first to perceive environments and perform step-wise interactions, then retrospectively derive high-quality tasks to enable trajectory-level exploration. A trajectory reward model is then employed to ensure the quality of the generated trajectories. We demonstrate that training GUI agents with OS-Genesis significantly improves their performance on highly challenging online benchmarks. In-depth analysis further validates OS-Genesis's efficiency and its superior data quality and diversity compared to existing synthesis methods. Our codes, data, and checkpoints are available at https://qiushisun.github.io/OS-Genesis-Home/{OS-Genesis Homepage}.
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.
AgentTrek: Agent Trajectory Synthesis via Guiding Replay with Web Tutorials
Graphical User Interface (GUI) agents hold great potential for automating complex tasks across diverse digital environments, from web applications to desktop software. However, the development of such agents is hindered by the lack of high-quality, multi-step trajectory data required for effective training. Existing approaches rely on expensive and labor-intensive human annotation, making them unsustainable at scale. To address this challenge, we propose AgentTrek, a scalable data synthesis pipeline that generates high-quality GUI agent trajectories by leveraging web tutorials. Our method automatically gathers tutorial-like texts from the internet, transforms them into task goals with step-by-step instructions, and employs a visual-language model agent to simulate their execution in a real digital environment. A VLM-based evaluator ensures the correctness of the generated trajectories. We demonstrate that training GUI agents with these synthesized trajectories significantly improves their grounding and planning performance over the current models. Moreover, our approach is more cost-efficient compared to traditional human annotation methods. This work underscores the potential of guided replay with web tutorials as a viable strategy for large-scale GUI agent training, paving the way for more capable and autonomous digital agents.
GUI Agents: A Survey
Graphical User Interface (GUI) agents, powered by Large Foundation Models, have emerged as a transformative approach to automating human-computer interaction. These agents autonomously interact with digital systems or software applications via GUIs, emulating human actions such as clicking, typing, and navigating visual elements across diverse platforms. Motivated by the growing interest and fundamental importance of GUI agents, we provide a comprehensive survey that categorizes their benchmarks, evaluation metrics, architectures, and training methods. We propose a unified framework that delineates their perception, reasoning, planning, and acting capabilities. Furthermore, we identify important open challenges and discuss key future directions. Finally, this work serves as a basis for practitioners and researchers to gain an intuitive understanding of current progress, techniques, benchmarks, and critical open problems that remain to be addressed.
GUI Odyssey: A Comprehensive Dataset for Cross-App GUI Navigation on Mobile Devices
Smartphone users often navigate across multiple applications (apps) to complete tasks such as sharing content between social media platforms. Autonomous Graphical User Interface (GUI) navigation agents can enhance user experience in communication, entertainment, and productivity by streamlining workflows and reducing manual intervention. However, prior GUI agents often trained with datasets comprising simple tasks that can be completed within a single app, leading to poor performance in cross-app navigation. To address this problem, we introduce GUI Odyssey, a comprehensive dataset for training and evaluating cross-app navigation agents. GUI Odyssey consists of 7,735 episodes from 6 mobile devices, spanning 6 types of cross-app tasks, 201 apps, and 1.4K app combos. Leveraging GUI Odyssey, we developed OdysseyAgent, a multimodal cross-app navigation agent by fine-tuning the Qwen-VL model with a history resampling module. Extensive experiments demonstrate OdysseyAgent's superior accuracy compared to existing models. For instance, OdysseyAgent surpasses fine-tuned Qwen-VL and zero-shot GPT-4V by 1.44\% and 55.49\% in-domain accuracy, and 2.29\% and 48.14\% out-of-domain accuracy on average. The dataset and code will be released in https://github.com/OpenGVLab/GUI-Odyssey.
InfiGUIAgent: A Multimodal Generalist GUI Agent with Native Reasoning and Reflection
Graphical User Interface (GUI) Agents, powered by multimodal large language models (MLLMs), have shown great potential for task automation on computing devices such as computers and mobile phones. However, existing agents face challenges in multi-step reasoning and reliance on textual annotations, limiting their effectiveness. We introduce InfiGUIAgent, an MLLM-based GUI Agent trained with a two-stage supervised fine-tuning pipeline. Stage 1 enhances fundamental skills such as GUI understanding and grounding, while Stage 2 integrates hierarchical reasoning and expectation-reflection reasoning skills using synthesized data to enable native reasoning abilities of the agents. InfiGUIAgent achieves competitive performance on several GUI benchmarks, highlighting the impact of native reasoning skills in enhancing GUI interaction for automation tasks. Resources are available at https://github.com/Reallm-Labs/InfiGUIAgent.
SOLAMI: Social Vision-Language-Action Modeling for Immersive Interaction with 3D Autonomous Characters
Human beings are social animals. How to equip 3D autonomous characters with similar social intelligence that can perceive, understand and interact with humans remains an open yet foundamental problem. In this paper, we introduce SOLAMI, the first end-to-end Social vision-Language-Action (VLA) Modeling framework for Immersive interaction with 3D autonomous characters. Specifically, SOLAMI builds 3D autonomous characters from three aspects: (1) Social VLA Architecture: We propose a unified social VLA framework to generate multimodal response (speech and motion) based on the user's multimodal input to drive the character for social interaction. (2) Interactive Multimodal Data: We present SynMSI, a synthetic multimodal social interaction dataset generated by an automatic pipeline using only existing motion datasets to address the issue of data scarcity. (3) Immersive VR Interface: We develop a VR interface that enables users to immersively interact with these characters driven by various architectures. Extensive quantitative experiments and user studies demonstrate that our framework leads to more precise and natural character responses (in both speech and motion) that align with user expectations with lower latency.
Interfacing Foundation Models' Embeddings
We present FIND, a generalized interface for aligning foundation models' embeddings. As shown in teaser figure, a lightweight transformer interface without tuning any foundation model weights is enough for a unified image (segmentation) and dataset-level (retrieval) understanding. The proposed interface has the following favorable attributes: (1) Generalizable. It applies to various tasks spanning retrieval, segmentation, etc., under the same architecture and weights. (2) Prototypable. Different tasks are able to be implemented through prototyping attention masks and embedding types. (3) Extendable. The proposed interface is adaptive to new tasks, and new models. (4) Interleavable. With the benefit of multi-task multi-modal training, the proposed interface creates an interleaved shared embedding space. In light of the interleaved embedding space, we introduce the FIND-Bench, which introduces new training and evaluation annotations to the COCO dataset for interleave segmentation and retrieval. Our approach achieves state-of-the-art performance on FIND-Bench and competitive performance on standard retrieval and segmentation settings. The training, evaluation, and demo code as well as the dataset have been released at https://github.com/UX-Decoder/FIND.
VLMEvalKit: An Open-Source Toolkit for Evaluating Large Multi-Modality Models
We present VLMEvalKit: an open-source toolkit for evaluating large multi-modality models based on PyTorch. The toolkit aims to provide a user-friendly and comprehensive framework for researchers and developers to evaluate existing multi-modality models and publish reproducible evaluation results. In VLMEvalKit, we implement over 70 different large multi-modality models, including both proprietary APIs and open-source models, as well as more than 20 different multi-modal benchmarks. By implementing a single interface, new models can be easily added to the toolkit, while the toolkit automatically handles the remaining workloads, including data preparation, distributed inference, prediction post-processing, and metric calculation. Although the toolkit is currently mainly used for evaluating large vision-language models, its design is compatible with future updates that incorporate additional modalities, such as audio and video. Based on the evaluation results obtained with the toolkit, we host OpenVLM Leaderboard, a comprehensive leaderboard to track the progress of multi-modality learning research. The toolkit is released at https://github.com/open-compass/VLMEvalKit and is actively maintained.
RLVF: Learning from Verbal Feedback without Overgeneralization
The diversity of contexts in which large language models (LLMs) are deployed requires the ability to modify or customize default model behaviors to incorporate nuanced requirements and preferences. A convenient interface to specify such model adjustments is high-level verbal feedback, such as "Don't use emojis when drafting emails to my boss." However, while writing high-level feedback is far simpler than collecting annotations for reinforcement learning from human feedback (RLHF), we find that simply prompting a model with such feedback leads to overgeneralization of the feedback to contexts where it is not relevant. We study the problem of incorporating verbal feedback without such overgeneralization, inspiring a new method Contextualized Critiques with Constrained Preference Optimization (C3PO). C3PO uses a piece of high-level feedback to generate a small synthetic preference dataset specifying how the feedback should (and should not) be applied. It then fine-tunes the model in accordance with the synthetic preference data while minimizing the divergence from the original model for prompts where the feedback does not apply. Our experimental results indicate that our approach effectively applies verbal feedback to relevant scenarios while preserving existing behaviors for other contexts. For both human- and GPT-4-generated high-level feedback, C3PO effectively adheres to the given feedback comparably to in-context baselines while reducing overgeneralization by 30%.
VideoGUI: A Benchmark for GUI Automation from Instructional Videos
Graphical User Interface (GUI) automation holds significant promise for enhancing human productivity by assisting with computer tasks. Existing task formulations primarily focus on simple tasks that can be specified by a single, language-only instruction, such as "Insert a new slide." In this work, we introduce VideoGUI, a novel multi-modal benchmark designed to evaluate GUI assistants on visual-centric GUI tasks. Sourced from high-quality web instructional videos, our benchmark focuses on tasks involving professional and novel software (e.g., Adobe Photoshop or Stable Diffusion WebUI) and complex activities (e.g., video editing). VideoGUI evaluates GUI assistants through a hierarchical process, allowing for identification of the specific levels at which they may fail: (i) high-level planning: reconstruct procedural subtasks from visual conditions without language descriptions; (ii) middle-level planning: generate sequences of precise action narrations based on visual state (i.e., screenshot) and goals; (iii) atomic action execution: perform specific actions such as accurately clicking designated elements. For each level, we design evaluation metrics across individual dimensions to provide clear signals, such as individual performance in clicking, dragging, typing, and scrolling for atomic action execution. Our evaluation on VideoGUI reveals that even the SoTA large multimodal model GPT4o performs poorly on visual-centric GUI tasks, especially for high-level planning.
Catwalk: A Unified Language Model Evaluation Framework for Many Datasets
The success of large language models has shifted the evaluation paradigms in natural language processing (NLP). The community's interest has drifted towards comparing NLP models across many tasks, domains, and datasets, often at an extreme scale. This imposes new engineering challenges: efforts in constructing datasets and models have been fragmented, and their formats and interfaces are incompatible. As a result, it often takes extensive (re)implementation efforts to make fair and controlled comparisons at scale. Catwalk aims to address these issues. Catwalk provides a unified interface to a broad range of existing NLP datasets and models, ranging from both canonical supervised training and fine-tuning, to more modern paradigms like in-context learning. Its carefully-designed abstractions allow for easy extensions to many others. Catwalk substantially lowers the barriers to conducting controlled experiments at scale. For example, we finetuned and evaluated over 64 models on over 86 datasets with a single command, without writing any code. Maintained by the AllenNLP team at the Allen Institute for Artificial Intelligence (AI2), Catwalk is an ongoing open-source effort: https://github.com/allenai/catwalk.
AISafetyLab: A Comprehensive Framework for AI Safety Evaluation and Improvement
As AI models are increasingly deployed across diverse real-world scenarios, ensuring their safety remains a critical yet underexplored challenge. While substantial efforts have been made to evaluate and enhance AI safety, the lack of a standardized framework and comprehensive toolkit poses significant obstacles to systematic research and practical adoption. To bridge this gap, we introduce AISafetyLab, a unified framework and toolkit that integrates representative attack, defense, and evaluation methodologies for AI safety. AISafetyLab features an intuitive interface that enables developers to seamlessly apply various techniques while maintaining a well-structured and extensible codebase for future advancements. Additionally, we conduct empirical studies on Vicuna, analyzing different attack and defense strategies to provide valuable insights into their comparative effectiveness. To facilitate ongoing research and development in AI safety, AISafetyLab is publicly available at https://github.com/thu-coai/AISafetyLab, and we are committed to its continuous maintenance and improvement.
AUITestAgent: Automatic Requirements Oriented GUI Function Testing
The Graphical User Interface (GUI) is how users interact with mobile apps. To ensure it functions properly, testing engineers have to make sure it functions as intended, based on test requirements that are typically written in natural language. While widely adopted manual testing and script-based methods are effective, they demand substantial effort due to the vast number of GUI pages and rapid iterations in modern mobile apps. This paper introduces AUITestAgent, the first automatic, natural language-driven GUI testing tool for mobile apps, capable of fully automating the entire process of GUI interaction and function verification. Since test requirements typically contain interaction commands and verification oracles. AUITestAgent can extract GUI interactions from test requirements via dynamically organized agents. Then, AUITestAgent employs a multi-dimensional data extraction strategy to retrieve data relevant to the test requirements from the interaction trace and perform verification. Experiments on customized benchmarks demonstrate that AUITestAgent outperforms existing tools in the quality of generated GUI interactions and achieved the accuracy of verifications of 94%. Moreover, field deployment in Meituan has shown AUITestAgent's practical usability, with it detecting 4 new functional bugs during 10 regression tests in two months.
SeeClick: Harnessing GUI Grounding for Advanced Visual GUI Agents
Graphical User Interface (GUI) agents are designed to automate complex tasks on digital devices, such as smartphones and desktops. Most existing GUI agents interact with the environment through extracted structured data, which can be notably lengthy (e.g., HTML) and occasionally inaccessible (e.g., on desktops). To alleviate this issue, we propose a visual GUI agent -- SeeClick, which only relies on screenshots for task automation. In our preliminary study, we have discovered a key challenge in developing visual GUI agents: GUI grounding -- the capacity to accurately locate screen elements based on instructions. To tackle this challenge, we propose to enhance SeeClick with GUI grounding pre-training and devise a method to automate the curation of GUI grounding data. Along with the efforts above, we have also created ScreenSpot, the first realistic GUI grounding dataset that encompasses mobile, desktop, and web environments. After pre-training, SeeClick demonstrates significant improvement in ScreenSpot over various baselines. Moreover, comprehensive evaluations on three widely used benchmarks consistently support our finding that advancements in GUI grounding directly correlate with enhanced performance in downstream GUI agent tasks. The model, data and code are available at https://github.com/njucckevin/SeeClick.
Trace is the New AutoDiff -- Unlocking Efficient Optimization of Computational Workflows
We study a class of optimization problems motivated by automating the design and update of AI systems like coding assistants, robots, and copilots. We propose an end-to-end optimization framework, Trace, which treats the computational workflow of an AI system as a graph akin to neural networks, based on a generalization of back-propagation. Optimization of computational workflows often involves rich feedback (e.g. console output or user's responses), heterogeneous parameters (e.g. prompts, hyper-parameters, codes), and intricate objectives (beyond maximizing a score). Moreover, its computation graph can change dynamically with the inputs and parameters. We frame a new mathematical setup of iterative optimization, Optimization with Trace Oracle (OPTO), to capture and abstract these properties so as to design optimizers that work across many domains. In OPTO, an optimizer receives an execution trace along with feedback on the computed output and updates parameters iteratively. Trace is the tool to implement OPTO in practice. Trace has a Python interface that efficiently converts a computational workflow into an OPTO instance using a PyTorch-like interface. Using Trace, we develop a general-purpose LLM-based optimizer called OptoPrime that can effectively solve OPTO problems. In empirical studies, we find that OptoPrime is capable of first-order numerical optimization, prompt optimization, hyper-parameter tuning, robot controller design, code debugging, etc., and is often competitive with specialized optimizers for each domain. We believe that Trace, OptoPrime and the OPTO framework will enable the next generation of interactive agents that automatically adapt using various kinds of feedback. Website: https://microsoft.github.io/Trace
PubTator 3.0: an AI-powered Literature Resource for Unlocking Biomedical Knowledge
PubTator 3.0 (https://www.ncbi.nlm.nih.gov/research/pubtator3/) is a biomedical literature resource using state-of-the-art AI techniques to offer semantic and relation searches for key concepts like proteins, genetic variants, diseases, and chemicals. It currently provides over one billion entity and relation annotations across approximately 36 million PubMed abstracts and 6 million full-text articles from the PMC open access subset, updated weekly. PubTator 3.0's online interface and API utilize these precomputed entity relations and synonyms to provide advanced search capabilities and enable large-scale analyses, streamlining many complex information needs. We showcase the retrieval quality of PubTator 3.0 using a series of entity pair queries, demonstrating that PubTator 3.0 retrieves a greater number of articles than either PubMed or Google Scholar, with higher precision in the top 20 results. We further show that integrating ChatGPT (GPT-4) with PubTator APIs dramatically improves the factuality and verifiability of its responses. In summary, PubTator 3.0 offers a comprehensive set of features and tools that allow researchers to navigate the ever-expanding wealth of biomedical literature, expediting research and unlocking valuable insights for scientific discovery.
OmniSeg3D: Omniversal 3D Segmentation via Hierarchical Contrastive Learning
Towards holistic understanding of 3D scenes, a general 3D segmentation method is needed that can segment diverse objects without restrictions on object quantity or categories, while also reflecting the inherent hierarchical structure. To achieve this, we propose OmniSeg3D, an omniversal segmentation method aims for segmenting anything in 3D all at once. The key insight is to lift multi-view inconsistent 2D segmentations into a consistent 3D feature field through a hierarchical contrastive learning framework, which is accomplished by two steps. Firstly, we design a novel hierarchical representation based on category-agnostic 2D segmentations to model the multi-level relationship among pixels. Secondly, image features rendered from the 3D feature field are clustered at different levels, which can be further drawn closer or pushed apart according to the hierarchical relationship between different levels. In tackling the challenges posed by inconsistent 2D segmentations, this framework yields a global consistent 3D feature field, which further enables hierarchical segmentation, multi-object selection, and global discretization. Extensive experiments demonstrate the effectiveness of our method on high-quality 3D segmentation and accurate hierarchical structure understanding. A graphical user interface further facilitates flexible interaction for omniversal 3D segmentation.
DocETL: Agentic Query Rewriting and Evaluation for Complex Document Processing
Analyzing unstructured data, such as complex documents, has been a persistent challenge in data processing. Large Language Models (LLMs) have shown promise in this regard, leading to recent proposals for declarative frameworks for LLM-powered unstructured data processing. However, these frameworks focus on reducing cost when executing user-specified operations using LLMs, rather than improving accuracy, executing most operations as-is. This is problematic for complex tasks and data, where LLM outputs for user-defined operations are often inaccurate, even with optimized prompts. We present DocETL, a system that optimizes complex document processing pipelines, while accounting for LLM shortcomings. DocETL offers a declarative interface for users to define such pipelines and uses an agent-based framework to automatically optimize them, leveraging novel agent-based rewrites (that we call {\em rewrite directives}) and an optimization and evaluation framework that we introduce. We introduce {\em (i)} logical rewriting of pipelines, tailored for LLM-based tasks, {\em (ii)} an agent-guided plan evaluation mechanism that synthesizes and orchestrates task-specific validation prompts, and {\em (iii)} an optimization algorithm that efficiently finds promising plans, considering the time constraints of LLM-based plan generation and evaluation. Our evaluation on three different unstructured document analysis tasks demonstrates that DocETL finds plans with outputs that are 1.34 to 4.6times higher quality (e.g., more accurate, comprehensive) than well-engineered baselines, addressing a critical gap in existing declarative frameworks for unstructured data analysis. DocETL is open-source at docetl.org, and as of October 2024, has amassed over 800 GitHub Stars, with users spanning a variety of domains.
TransformerRanker: A Tool for Efficiently Finding the Best-Suited Language Models for Downstream Classification Tasks
Classification tasks in NLP are typically addressed by selecting a pre-trained language model (PLM) from a model hub, and fine-tuning it for the task at hand. However, given the very large number of PLMs that are currently available, a practical challenge is to determine which of them will perform best for a specific downstream task. With this paper, we introduce TransformerRanker, a lightweight library that efficiently ranks PLMs for classification tasks without the need for computationally costly fine-tuning. Our library implements current approaches for transferability estimation (LogME, H-Score, kNN), in combination with layer aggregation options, which we empirically showed to yield state-of-the-art rankings of PLMs (Garbas et al., 2024). We designed the interface to be lightweight and easy to use, allowing users to directly connect to the HuggingFace Transformers and Dataset libraries. Users need only select a downstream classification task and a list of PLMs to create a ranking of likely best-suited PLMs for their task. We make TransformerRanker available as a pip-installable open-source library https://github.com/flairNLP/transformer-ranker.
GUICourse: From General Vision Language Models to Versatile GUI Agents
Utilizing Graphic User Interface (GUI) for human-computer interaction is essential for accessing a wide range of digital tools. Recent advancements in Vision Language Models (VLMs) highlight the compelling potential to develop versatile agents to help humans finish GUI navigation tasks. However, current VLMs are challenged in terms of fundamental abilities (OCR and grounding) and GUI knowledge (the functions and control methods of GUI elements), preventing them from becoming practical GUI agents. To solve these challenges, we contribute GUICourse, a suite of datasets to train visual-based GUI agents from general VLMs. First, we introduce the GUIEnv dataset to strengthen the OCR and grounding capabilities of VLMs. Then, we introduce the GUIAct and GUIChat datasets to enrich their knowledge of GUI components and interactions. Experiments demonstrate that our GUI agents have better performance on common GUI tasks than their baseline VLMs. Even the small-size GUI agent (with 3.1B parameters) can still work well on single-step and multi-step GUI tasks. Finally, we analyze the different varieties in the training stage of this agent by ablation study. Our source codes and datasets are released at https://github.com/yiye3/GUICourse.
MidiCaps -- A large-scale MIDI dataset with text captions
Generative models guided by text prompts are increasingly becoming more popular. However, no text-to-MIDI models currently exist, mostly due to the lack of a captioned MIDI dataset. This work aims to enable research that combines LLMs with symbolic music by presenting the first large-scale MIDI dataset with text captions that is openly available: MidiCaps. MIDI (Musical Instrument Digital Interface) files are a widely used format for encoding musical information. Their structured format captures the nuances of musical composition and has practical applications by music producers, composers, musicologists, as well as performers. Inspired by recent advancements in captioning techniques applied to various domains, we present a large-scale curated dataset of over 168k MIDI files accompanied by textual descriptions. Each MIDI caption succinctly describes the musical content, encompassing tempo, chord progression, time signature, instruments present, genre and mood; thereby facilitating multi-modal exploration and analysis. The dataset contains a mix of various genres, styles, and complexities, offering a rich source for training and evaluating models for tasks such as music information retrieval, music understanding and cross-modal translation. We provide detailed statistics about the dataset and have assessed the quality of the captions in an extensive listening study. We anticipate that this resource will stimulate further research in the intersection of music and natural language processing, fostering advancements in both fields.
Fundus: A Simple-to-Use News Scraper Optimized for High Quality Extractions
This paper introduces Fundus, a user-friendly news scraper that enables users to obtain millions of high-quality news articles with just a few lines of code. Unlike existing news scrapers, we use manually crafted, bespoke content extractors that are specifically tailored to the formatting guidelines of each supported online newspaper. This allows us to optimize our scraping for quality such that retrieved news articles are textually complete and without HTML artifacts. Further, our framework combines both crawling (retrieving HTML from the web or large web archives) and content extraction into a single pipeline. By providing a unified interface for a predefined collection of newspapers, we aim to make Fundus broadly usable even for non-technical users. This paper gives an overview of the framework, discusses our design choices, and presents a comparative evaluation against other popular news scrapers. Our evaluation shows that Fundus yields significantly higher quality extractions (complete and artifact-free news articles) than prior work. The framework is available on GitHub under https://github.com/flairNLP/fundus and can be simply installed using pip.
DataViz3D: An Novel Method Leveraging Online Holographic Modeling for Extensive Dataset Preprocessing and Visualization
DataViz3D is an innovative online software that transforms complex datasets into interactive 3D spatial models using holographic technology. This tool enables users to generate scatter plot within a 3D space, accurately mapped to the XYZ coordinates of the dataset, providing a vivid and intuitive understanding of the spatial relationships inherent in the data. DataViz3D's user friendly interface makes advanced 3D modeling and holographic visualization accessible to a wide range of users, fostering new opportunities for collaborative research and education across various disciplines.
HappyFeat -- An interactive and efficient BCI framework for clinical applications
Brain-Computer Interface (BCI) systems allow users to perform actions by translating their brain activity into commands. Such systems usually need a training phase, consisting in training a classification algorithm to discriminate between mental states using specific features from the recorded signals. This phase of feature selection and training is crucial for BCI performance and presents specific constraints to be met in a clinical context, such as post-stroke rehabilitation. In this paper, we present HappyFeat, a software making Motor Imagery (MI) based BCI experiments easier, by gathering all necessary manipulations and analysis in a single convenient GUI and via automation of experiment or analysis parameters. The resulting workflow allows for effortlessly selecting the best features, helping to achieve good BCI performance in time-constrained environments. Alternative features based on Functional Connectivity can be used and compared or combined with Power Spectral Density, allowing a network-oriented approach. We then give details of HappyFeat's main mechanisms, and a review of its performances in typical use cases. We also show that it can be used as an efficient tool for comparing different metrics extracted from the signals, to train the classification algorithm. To this end, we show a comparison between the commonly-used Power Spectral Density and network metrics based on Functional Connectivity. HappyFeat is available as an open-source project which can be freely downloaded on GitHub.
You Only Look at Screens: Multimodal Chain-of-Action Agents
Autonomous user interface (UI) agents aim to facilitate task automation by interacting with the user interface without manual intervention. Recent studies have investigated eliciting the capabilities of large language models (LLMs) for effective engagement in diverse environments. To align with the input-output requirement of LLMs, existing approaches are developed under a sandbox setting where they rely on external tools and application-specific APIs to parse the environment into textual elements and interpret the predicted actions. Consequently, those approaches often grapple with inference inefficiency and error propagation risks. To mitigate the challenges, we introduce Auto-UI, a multimodal solution that directly interacts with the interface, bypassing the need for environment parsing or reliance on application-dependent APIs. Moreover, we propose a chain-of-action technique -- leveraging a series of intermediate previous action histories and future action plans -- to help the agent decide what action to execute. We evaluate our approach on a new device-control benchmark AITW with 30K unique instructions, spanning multi-step tasks such as application operation, web searching, and web shopping. Experimental results show that Auto-UI achieves state-of-the-art performance with an action type prediction accuracy of 90% and an overall action success rate of 74%. Code is publicly available at https://github.com/cooelf/Auto-UI.
AutoML-GPT: Large Language Model for AutoML
With the emerging trend of GPT models, we have established a framework called AutoML-GPT that integrates a comprehensive set of tools and libraries. This framework grants users access to a wide range of data preprocessing techniques, feature engineering methods, and model selection algorithms. Through a conversational interface, users can specify their requirements, constraints, and evaluation metrics. Throughout the process, AutoML-GPT employs advanced techniques for hyperparameter optimization and model selection, ensuring that the resulting model achieves optimal performance. The system effectively manages the complexity of the machine learning pipeline, guiding users towards the best choices without requiring deep domain knowledge. Through our experimental results on diverse datasets, we have demonstrated that AutoML-GPT significantly reduces the time and effort required for machine learning tasks. Its ability to leverage the vast knowledge encoded in large language models enables it to provide valuable insights, identify potential pitfalls, and suggest effective solutions to common challenges faced during model training.
Pseudo-online framework for BCI evaluation: A MOABB perspective
Objective: BCI (Brain-Computer Interface) technology operates in three modes: online, offline, and pseudo-online. In the online mode, real-time EEG data is constantly analyzed. In offline mode, the signal is acquired and processed afterwards. The pseudo-online mode processes collected data as if they were received in real-time. The main difference is that the offline mode often analyzes the whole data, while the online and pseudo-online modes only analyze data in short time windows. Offline analysis is usually done with asynchronous BCIs, which restricts analysis to predefined time windows. Asynchronous BCI, compatible with online and pseudo-online modes, allows flexible mental activity duration. Offline processing tends to be more accurate, while online analysis is better for therapeutic applications. Pseudo-online implementation approximates online processing without real-time constraints. Many BCI studies being offline introduce biases compared to real-life scenarios, impacting classification algorithm performance. Approach: The objective of this research paper is therefore to extend the current MOABB framework, operating in offline mode, so as to allow a comparison of different algorithms in a pseudo-online setting with the use of a technology based on overlapping sliding windows. To do this will require the introduction of a idle state event in the dataset that takes into account all different possibilities that are not task thinking. To validate the performance of the algorithms we will use the normalized Matthews Correlation Coefficient (nMCC) and the Information Transfer Rate (ITR). Main results: We analyzed the state-of-the-art algorithms of the last 15 years over several Motor Imagery (MI) datasets composed by several subjects, showing the differences between the two approaches from a statistical point of view. Significance: The ability to analyze the performance of different algorithms in offline and pseudo-online modes will allow the BCI community to obtain more accurate and comprehensive reports regarding the performance of classification algorithms.
SSVEP-Based BCI Wheelchair Control System
A brain-computer interface (BCI) is a system that allows a person to communicate or control the surroundings without depending on the brain's normal output pathways of peripheral nerves and muscles. A lot of successful applications have arisen utilizing the advantages of BCI to assist disabled people with so-called assistive technology. Considering using BCI has fewer limitations and huge potential, this project has been proposed to control the movement of an electronic wheelchair via brain signals. The goal of this project is to help disabled people, especially paralyzed people suffering from motor disabilities, improve their life qualities. In order to realize the project stated above, Steady-State Visual Evoked Potential (SSVEP) is involved. It can be easily elicited in the visual cortical with the same frequency as the one is being focused by the subject. There are two important parts in this project. One is to process the EEG signals and another one is to make a visual stimulator using hardware. The EEG signals are processed in Matlab using the algorithm of Butterworth Infinite Impulse Response (IIR) bandpass filter (for preprocessing) and Fast Fourier Transform (FFT) (for feature extraction). Besides, a harmonics-based classification method is proposed and applied in the classification part. Moreover, the design of the visual stimulator combines LEDs as flickers and LCDs as information displayers on one panel. Microcontrollers are employed to control the SSVEP visual stimuli panel. This project is evaluated by subjects with different races and ages. Experimental results show the system is easy to be operated and it can achieve approximately a minimum 1-second time delay. So it demonstrates that this SSVEP-based BCI-controlled wheelchair has a huge potential to be applied to disabled people in the future.
SequeL: A Continual Learning Library in PyTorch and JAX
Continual Learning is an important and challenging problem in machine learning, where models must adapt to a continuous stream of new data without forgetting previously acquired knowledge. While existing frameworks are built on PyTorch, the rising popularity of JAX might lead to divergent codebases, ultimately hindering reproducibility and progress. To address this problem, we introduce SequeL, a flexible and extensible library for Continual Learning that supports both PyTorch and JAX frameworks. SequeL provides a unified interface for a wide range of Continual Learning algorithms, including regularization-based approaches, replay-based approaches, and hybrid approaches. The library is designed towards modularity and simplicity, making the API suitable for both researchers and practitioners. We release SequeL\url{https://github.com/nik-dim/sequel} as an open-source library, enabling researchers and developers to easily experiment and extend the library for their own purposes.
Inseq: An Interpretability Toolkit for Sequence Generation Models
Past work in natural language processing interpretability focused mainly on popular classification tasks while largely overlooking generation settings, partly due to a lack of dedicated tools. In this work, we introduce Inseq, a Python library to democratize access to interpretability analyses of sequence generation models. Inseq enables intuitive and optimized extraction of models' internal information and feature importance scores for popular decoder-only and encoder-decoder Transformers architectures. We showcase its potential by adopting it to highlight gender biases in machine translation models and locate factual knowledge inside GPT-2. Thanks to its extensible interface supporting cutting-edge techniques such as contrastive feature attribution, Inseq can drive future advances in explainable natural language generation, centralizing good practices and enabling fair and reproducible model evaluations.
DeltaFinger: a 3-DoF Wearable Haptic Display Enabling High-Fidelity Force Vector Presentation at a User Finger
This paper presents a novel haptic device DeltaFinger designed to deliver the force of interaction with virtual objects by guiding user's finger with wearable delta mechanism. The developed interface is capable to deliver 3D force vector to the fingertip of the index finger of the user, allowing complex rendering of virtual reality (VR) environment. The developed device is able to produce the kinesthetic feedback up to 1.8 N in vertical projection and 0.9 N in horizontal projection without restricting the motion freedom of of the remaining fingers. The experimental results showed a sufficient precision in perception of force vector with DeltaFinger (mean force vector error of 0.6 rad). The proposed device potentially can be applied to VR communications, medicine, and navigation of the people with vision problems.
SpiritSight Agent: Advanced GUI Agent with One Look
Graphical User Interface (GUI) agents show amazing abilities in assisting human-computer interaction, automating human user's navigation on digital devices. An ideal GUI agent is expected to achieve high accuracy, low latency, and compatibility for different GUI platforms. Recent vision-based approaches have shown promise by leveraging advanced Vision Language Models (VLMs). While they generally meet the requirements of compatibility and low latency, these vision-based GUI agents tend to have low accuracy due to their limitations in element grounding. To address this issue, we propose SpiritSight, a vision-based, end-to-end GUI agent that excels in GUI navigation tasks across various GUI platforms. First, we create a multi-level, large-scale, high-quality GUI dataset called GUI-Lasagne using scalable methods, empowering SpiritSight with robust GUI understanding and grounding capabilities. Second, we introduce the Universal Block Parsing (UBP) method to resolve the ambiguity problem in dynamic high-resolution of visual inputs, further enhancing SpiritSight's ability to ground GUI objects. Through these efforts, SpiritSight agent outperforms other advanced methods on diverse GUI benchmarks, demonstrating its superior capability and compatibility in GUI navigation tasks. Models are available at https://huggingface.co/SenseLLM/SpiritSight-Agent-8B{this URL}.
WinClick: GUI Grounding with Multimodal Large Language Models
Graphical User Interface (GUI) tasks are vital for automating workflows such as software testing, user interface navigation. For users, the GUI is the most intuitive platform for interacting with a computer. Previous work identified a key challenge in developing visual GUI agents: GUI grounding - the ability to accurately locate screen elements based on instructions. However, most existing GUI agents rely on structured data formats like DOM or HTML files in training or inferencing, which are inaccessible across all applications, particular in a general desktop environments such as Windows OS. To address this, we introduce WinClick, a novel visual GUI agent developed in Windows platform. WinClick leverages screenshots to detect actionable regions. To overcome the challenge of GUI grounding, we enhance WinClick with GUI grounding pre-training and propose an LLM-based method for aligning GUI grounding data. Additionally, we introduce WinSpot, the first comprehensive benchmark for GUI grounding on Windows. Our experiments demonstrate that WinClick, combined with GUI grounding pre-training, significantly outperforms existing baselines, offering a scalable solution for GUI automation in desktop environments. WinSpot is publicly available at https://github.com/zackhuiiiii/WinSpot.
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
Long-Range Vision-Based UAV-assisted Localization for Unmanned Surface Vehicles
The global positioning system (GPS) has become an indispensable navigation method for field operations with unmanned surface vehicles (USVs) in marine environments. However, GPS may not always be available outdoors because it is vulnerable to natural interference and malicious jamming attacks. Thus, an alternative navigation system is required when the use of GPS is restricted or prohibited. To this end, we present a novel method that utilizes an Unmanned Aerial Vehicle (UAV) to assist in localizing USVs in GNSS-restricted marine environments. In our approach, the UAV flies along the shoreline at a consistent altitude, continuously tracking and detecting the USV using a deep learning-based approach on camera images. Subsequently, triangulation techniques are applied to estimate the USV's position relative to the UAV, utilizing geometric information and datalink range from the UAV. We propose adjusting the UAV's camera angle based on the pixel error between the USV and the image center throughout the localization process to enhance accuracy. Additionally, visual measurements are integrated into an Extended Kalman Filter (EKF) for robust state estimation. To validate our proposed method, we utilize a USV equipped with onboard sensors and a UAV equipped with a camera. A heterogeneous robotic interface is established to facilitate communication between the USV and UAV. We demonstrate the efficacy of our approach through a series of experiments conducted during the ``Muhammad Bin Zayed International Robotic Challenge (MBZIRC-2024)'' in real marine environments, incorporating noisy measurements and ocean disturbances. The successful outcomes indicate the potential of our method to complement GPS for USV navigation.
Docling Technical Report
This technical report introduces Docling, an easy to use, self-contained, MIT-licensed open-source package for PDF document conversion. It is powered by state-of-the-art specialized AI models for layout analysis (DocLayNet) and table structure recognition (TableFormer), and runs efficiently on commodity hardware in a small resource budget. The code interface allows for easy extensibility and addition of new features and models.
On AI-Inspired UI-Design
Graphical User Interface (or simply UI) is a primary mean of interaction between users and their device. In this paper, we discuss three major complementary approaches on how to use Artificial Intelligence (AI) to support app designers create better, more diverse, and creative UI of mobile apps. First, designers can prompt a Large Language Model (LLM) like GPT to directly generate and adjust one or multiple UIs. Second, a Vision-Language Model (VLM) enables designers to effectively search a large screenshot dataset, e.g. from apps published in app stores. The third approach is to train a Diffusion Model (DM) specifically designed to generate app UIs as inspirational images. We discuss how AI should be used, in general, to inspire and assist creative app design rather than automating it.
Metasql: A Generate-then-Rank Framework for Natural Language to SQL Translation
The Natural Language Interface to Databases (NLIDB) empowers non-technical users with database access through intuitive natural language (NL) interactions. Advanced approaches, utilizing neural sequence-to-sequence models or large-scale language models, typically employ auto-regressive decoding to generate unique SQL queries sequentially. While these translation models have greatly improved the overall translation accuracy, surpassing 70% on NLIDB benchmarks, the use of auto-regressive decoding to generate single SQL queries may result in sub-optimal outputs, potentially leading to erroneous translations. In this paper, we propose Metasql, a unified generate-then-rank framework that can be flexibly incorporated with existing NLIDBs to consistently improve their translation accuracy. Metasql introduces query metadata to control the generation of better SQL query candidates and uses learning-to-rank algorithms to retrieve globally optimized queries. Specifically, Metasql first breaks down the meaning of the given NL query into a set of possible query metadata, representing the basic concepts of the semantics. These metadata are then used as language constraints to steer the underlying translation model toward generating a set of candidate SQL queries. Finally, Metasql ranks the candidates to identify the best matching one for the given NL query. Extensive experiments are performed to study Metasql on two public NLIDB benchmarks. The results show that the performance of the translation models can be effectively improved using Metasql.
ArEEG_Chars: Dataset for Envisioned Speech Recognition using EEG for Arabic Characters
Brain-Computer-Interface (BCI) has been a hot research topic in the last few years that could help paralyzed people in their lives. Several researches were done to classify electroencephalography (EEG) signals automatically into English characters and words. Arabic language is one of the most used languages around the world. However, to the best of our knowledge, there is no dataset for Arabic characters EEG signals. In this paper, we have created an EEG dataset for Arabic characters and named it ArEEG_Chars. Moreover, several experiments were done on ArEEG_Chars using deep learning. Best results were achieved using LSTM and reached an accuracy of 97%. ArEEG_Chars dataset will be public for researchers.
Energy-Based Concept Bottleneck Models: Unifying Prediction, Concept Intervention, and Probabilistic Interpretations
Existing methods, such as concept bottleneck models (CBMs), have been successful in providing concept-based interpretations for black-box deep learning models. They typically work by predicting concepts given the input and then predicting the final class label given the predicted concepts. However, (1) they often fail to capture the high-order, nonlinear interaction between concepts, e.g., correcting a predicted concept (e.g., "yellow breast") does not help correct highly correlated concepts (e.g., "yellow belly"), leading to suboptimal final accuracy; (2) they cannot naturally quantify the complex conditional dependencies between different concepts and class labels (e.g., for an image with the class label "Kentucky Warbler" and a concept "black bill", what is the probability that the model correctly predicts another concept "black crown"), therefore failing to provide deeper insight into how a black-box model works. In response to these limitations, we propose Energy-based Concept Bottleneck Models (ECBMs). Our ECBMs use a set of neural networks to define the joint energy of candidate (input, concept, class) tuples. With such a unified interface, prediction, concept correction, and conditional dependency quantification are then represented as conditional probabilities, which are generated by composing different energy functions. Our ECBMs address both limitations of existing CBMs, providing higher accuracy and richer concept interpretations. Empirical results show that our approach outperforms the state-of-the-art on real-world datasets.
Facilitating the Production of Well-tailored Video Summaries for Sharing on Social Media
This paper presents a web-based tool that facilitates the production of tailored summaries for online sharing on social media. Through an interactive user interface, it supports a ``one-click'' video summarization process. Based on the integrated AI models for video summarization and aspect ratio transformation, it facilitates the generation of multiple summaries of a full-length video according to the needs of target platforms with regard to the video's length and aspect ratio.
Building Flexible, Scalable, and Machine Learning-ready Multimodal Oncology Datasets
The advancements in data acquisition, storage, and processing techniques have resulted in the rapid growth of heterogeneous medical data. Integrating radiological scans, histopathology images, and molecular information with clinical data is essential for developing a holistic understanding of the disease and optimizing treatment. The need for integrating data from multiple sources is further pronounced in complex diseases such as cancer for enabling precision medicine and personalized treatments. This work proposes Multimodal Integration of Oncology Data System (MINDS) - a flexible, scalable, and cost-effective metadata framework for efficiently fusing disparate data from public sources such as the Cancer Research Data Commons (CRDC) into an interconnected, patient-centric framework. MINDS offers an interface for exploring relationships across data types and building cohorts for developing large-scale multimodal machine learning models. By harmonizing multimodal data, MINDS aims to potentially empower researchers with greater analytical ability to uncover diagnostic and prognostic insights and enable evidence-based personalized care. MINDS tracks granular end-to-end data provenance, ensuring reproducibility and transparency. The cloud-native architecture of MINDS can handle exponential data growth in a secure, cost-optimized manner while ensuring substantial storage optimization, replication avoidance, and dynamic access capabilities. Auto-scaling, access controls, and other mechanisms guarantee pipelines' scalability and security. MINDS overcomes the limitations of existing biomedical data silos via an interoperable metadata-driven approach that represents a pivotal step toward the future of oncology data integration.
Semi-automatic staging area for high-quality structured data extraction from scientific literature
We propose a semi-automatic staging area for efficiently building an accurate database of experimental physical properties of superconductors from literature, called SuperCon2, to enrich the existing manually-built superconductor database SuperCon. Here we report our curation interface (SuperCon2 Interface) and a workflow managing the state transitions of each examined record, to validate the dataset of superconductors from PDF documents collected using Grobid-superconductors in a previous work. This curation workflow allows both automatic and manual operations, the former contains ``anomaly detection'' that scans new data identifying outliers, and a ``training data collector'' mechanism that collects training data examples based on manual corrections. Such training data collection policy is effective in improving the machine-learning models with a reduced number of examples. For manual operations, the interface (SuperCon2 interface) is developed to increase efficiency during manual correction by providing a smart interface and an enhanced PDF document viewer. We show that our interface significantly improves the curation quality by boosting precision and recall as compared with the traditional ``manual correction''. Our semi-automatic approach would provide a solution for achieving a reliable database with text-data mining of scientific documents.
GenAssist: Making Image Generation Accessible
Blind and low vision (BLV) creators use images to communicate with sighted audiences. However, creating or retrieving images is challenging for BLV creators as it is difficult to use authoring tools or assess image search results. Thus, creators limit the types of images they create or recruit sighted collaborators. While text-to-image generation models let creators generate high-fidelity images based on a text description (i.e. prompt), it is difficult to assess the content and quality of generated images. We present GenAssist, a system to make text-to-image generation accessible. Using our interface, creators can verify whether generated image candidates followed the prompt, access additional details in the image not specified in the prompt, and skim a summary of similarities and differences between image candidates. To power the interface, GenAssist uses a large language model to generate visual questions, vision-language models to extract answers, and a large language model to summarize the results. Our study with 12 BLV creators demonstrated that GenAssist enables and simplifies the process of image selection and generation, making visual authoring more accessible to all.
Data Portraits: Recording Foundation Model Training Data
Foundation models are trained on increasingly immense and opaque datasets. Even while these models are now key in AI system building, it can be difficult to answer the straightforward question: has the model already encountered a given example during training? We therefore propose a widespread adoption of Data Portraits: artifacts that record training data and allow for downstream inspection. First we outline the properties of such an artifact and discuss how existing solutions can be used to increase transparency. We then propose and implement a solution based on data sketching, stressing fast and space efficient querying. Using our tools, we document a popular language modeling corpus (The Pile) and a recently released code modeling dataset (The Stack). We show that our solution enables answering questions about test set leakage and model plagiarism. Our tool is lightweight and fast, costing only 3% of the dataset size in overhead. We release a live interface of our tools at https://dataportraits.org/ and call on dataset and model creators to release Data Portraits as a complement to current documentation practices.
Spacerini: Plug-and-play Search Engines with Pyserini and Hugging Face
We present Spacerini, a modular framework for seamless building and deployment of interactive search applications, designed to facilitate the qualitative analysis of large scale research datasets. Spacerini integrates features from both the Pyserini toolkit and the Hugging Face ecosystem to ease the indexing text collections and deploy them as search engines for ad-hoc exploration and to make the retrieval of relevant data points quick and efficient. The user-friendly interface enables searching through massive datasets in a no-code fashion, making Spacerini broadly accessible to anyone looking to qualitatively audit their text collections. This is useful both to IR~researchers aiming to demonstrate the capabilities of their indexes in a simple and interactive way, and to NLP~researchers looking to better understand and audit the failure modes of large language models. The framework is open source and available on GitHub: https://github.com/castorini/hf-spacerini, and includes utilities to load, pre-process, index, and deploy local and web search applications. A portfolio of applications created with Spacerini for a multitude of use cases can be found by visiting https://hf.co/spacerini.
ManiSkill2: A Unified Benchmark for Generalizable Manipulation Skills
Generalizable manipulation skills, which can be composed to tackle long-horizon and complex daily chores, are one of the cornerstones of Embodied AI. However, existing benchmarks, mostly composed of a suite of simulatable environments, are insufficient to push cutting-edge research works because they lack object-level topological and geometric variations, are not based on fully dynamic simulation, or are short of native support for multiple types of manipulation tasks. To this end, we present ManiSkill2, the next generation of the SAPIEN ManiSkill benchmark, to address critical pain points often encountered by researchers when using benchmarks for generalizable manipulation skills. ManiSkill2 includes 20 manipulation task families with 2000+ object models and 4M+ demonstration frames, which cover stationary/mobile-base, single/dual-arm, and rigid/soft-body manipulation tasks with 2D/3D-input data simulated by fully dynamic engines. It defines a unified interface and evaluation protocol to support a wide range of algorithms (e.g., classic sense-plan-act, RL, IL), visual observations (point cloud, RGBD), and controllers (e.g., action type and parameterization). Moreover, it empowers fast visual input learning algorithms so that a CNN-based policy can collect samples at about 2000 FPS with 1 GPU and 16 processes on a regular workstation. It implements a render server infrastructure to allow sharing rendering resources across all environments, thereby significantly reducing memory usage. We open-source all codes of our benchmark (simulator, environments, and baselines) and host an online challenge open to interdisciplinary researchers.
Scalable Adaptive Computation for Iterative Generation
Natural data is redundant yet predominant architectures tile computation uniformly across their input and output space. We propose the Recurrent Interface Networks (RINs), an attention-based architecture that decouples its core computation from the dimensionality of the data, enabling adaptive computation for more scalable generation of high-dimensional data. RINs focus the bulk of computation (i.e. global self-attention) on a set of latent tokens, using cross-attention to read and write (i.e. route) information between latent and data tokens. Stacking RIN blocks allows bottom-up (data to latent) and top-down (latent to data) feedback, leading to deeper and more expressive routing. While this routing introduces challenges, this is less problematic in recurrent computation settings where the task (and routing problem) changes gradually, such as iterative generation with diffusion models. We show how to leverage recurrence by conditioning the latent tokens at each forward pass of the reverse diffusion process with those from prior computation, i.e. latent self-conditioning. RINs yield state-of-the-art pixel diffusion models for image and video generation, scaling to 1024X1024 images without cascades or guidance, while being domain-agnostic and up to 10X more efficient than 2D and 3D U-Nets.
HyDe: The First Open-Source, Python-Based, GPU-Accelerated Hyperspectral Denoising Package
As with any physical instrument, hyperspectral cameras induce different kinds of noise in the acquired data. Therefore, Hyperspectral denoising is a crucial step for analyzing hyperspectral images (HSIs). Conventional computational methods rarely use GPUs to improve efficiency and are not fully open-source. Alternatively, deep learning-based methods are often open-source and use GPUs, but their training and utilization for real-world applications remain non-trivial for many researchers. Consequently, we propose HyDe: the first open-source, GPU-accelerated Python-based, hyperspectral image denoising toolbox, which aims to provide a large set of methods with an easy-to-use environment. HyDe includes a variety of methods ranging from low-rank wavelet-based methods to deep neural network (DNN) models. HyDe's interface dramatically improves the interoperability of these methods and the performance of the underlying functions. In fact, these methods maintain similar HSI denoising performance to their original implementations while consuming nearly ten times less energy. Furthermore, we present a method for training DNNs for denoising HSIs which are not spatially related to the training dataset, i.e., training on ground-level HSIs for denoising HSIs with other perspectives including airborne, drone-borne, and space-borne. To utilize the trained DNNs, we show a sliding window method to effectively denoise HSIs which would otherwise require more than 40 GB. The package can be found at: https://github.com/Helmholtz-AI-Energy/HyDe.
POTATO: exPlainable infOrmation exTrAcTion framewOrk
We present POTATO, a task- and languageindependent framework for human-in-the-loop (HITL) learning of rule-based text classifiers using graph-based features. POTATO handles any type of directed graph and supports parsing text into Abstract Meaning Representations (AMR), Universal Dependencies (UD), and 4lang semantic graphs. A streamlit-based user interface allows users to build rule systems from graph patterns, provides real-time evaluation based on ground truth data, and suggests rules by ranking graph features using interpretable machine learning models. Users can also provide patterns over graphs using regular expressions, and POTATO can recommend refinements of such rules. POTATO is applied in projects across domains and languages, including classification tasks on German legal text and English social media data. All components of our system are written in Python, can be installed via pip, and are released under an MIT License on GitHub.
TorchXRayVision: A library of chest X-ray datasets and models
TorchXRayVision is an open source software library for working with chest X-ray datasets and deep learning models. It provides a common interface and common pre-processing chain for a wide set of publicly available chest X-ray datasets. In addition, a number of classification and representation learning models with different architectures, trained on different data combinations, are available through the library to serve as baselines or feature extractors.
Screen2Words: Automatic Mobile UI Summarization with Multimodal Learning
Mobile User Interface Summarization generates succinct language descriptions of mobile screens for conveying important contents and functionalities of the screen, which can be useful for many language-based application scenarios. We present Screen2Words, a novel screen summarization approach that automatically encapsulates essential information of a UI screen into a coherent language phrase. Summarizing mobile screens requires a holistic understanding of the multi-modal data of mobile UIs, including text, image, structures as well as UI semantics, motivating our multi-modal learning approach. We collected and analyzed a large-scale screen summarization dataset annotated by human workers. Our dataset contains more than 112k language summarization across sim22k unique UI screens. We then experimented with a set of deep models with different configurations. Our evaluation of these models with both automatic accuracy metrics and human rating shows that our approach can generate high-quality summaries for mobile screens. We demonstrate potential use cases of Screen2Words and open-source our dataset and model to lay the foundations for further bridging language and user interfaces.
The Virtual Quantum Optics Laboratory
We present a web-based software tool, the Virtual Quantum Optics Laboratory (VQOL), that may be used for designing and executing realistic simulations of quantum optics experiments. A graphical user interface allows one to rapidly build and configure a variety of different optical experiments, while the runtime environment provides unique capabilities for visualization and analysis. All standard linear optical components are available as well as sources of thermal, coherent, and entangled Gaussian states. A unique aspect of VQOL is the introduction of non-Gaussian measurements using detectors modeled as deterministic devices that "click" when the amplitude of the light falls above a given threshold. We describe the underlying theoretical models and provide several illustrative examples. We find that VQOL provides a a faithful representation of many experimental quantum optics phenomena and may serve as both a useful instructional tool for students as well as a valuable research tool for practitioners.
Advanced Semantics for Commonsense Knowledge Extraction
Commonsense knowledge (CSK) about concepts and their properties is useful for AI applications such as robust chatbots. Prior works like ConceptNet, TupleKB and others compiled large CSK collections, but are restricted in their expressiveness to subject-predicate-object (SPO) triples with simple concepts for S and monolithic strings for P and O. Also, these projects have either prioritized precision or recall, but hardly reconcile these complementary goals. This paper presents a methodology, called Ascent, to automatically build a large-scale knowledge base (KB) of CSK assertions, with advanced expressiveness and both better precision and recall than prior works. Ascent goes beyond triples by capturing composite concepts with subgroups and aspects, and by refining assertions with semantic facets. The latter are important to express temporal and spatial validity of assertions and further qualifiers. Ascent combines open information extraction with judicious cleaning using language models. Intrinsic evaluation shows the superior size and quality of the Ascent KB, and an extrinsic evaluation for QA-support tasks underlines the benefits of Ascent. A web interface, data and code can be found at https://ascent.mpi-inf.mpg.de/.
Rewriting a Deep Generative Model
A deep generative model such as a GAN learns to model a rich set of semantic and physical rules about the target distribution, but up to now, it has been obscure how such rules are encoded in the network, or how a rule could be changed. In this paper, we introduce a new problem setting: manipulation of specific rules encoded by a deep generative model. To address the problem, we propose a formulation in which the desired rule is changed by manipulating a layer of a deep network as a linear associative memory. We derive an algorithm for modifying one entry of the associative memory, and we demonstrate that several interesting structural rules can be located and modified within the layers of state-of-the-art generative models. We present a user interface to enable users to interactively change the rules of a generative model to achieve desired effects, and we show several proof-of-concept applications. Finally, results on multiple datasets demonstrate the advantage of our method against standard fine-tuning methods and edit transfer algorithms.
Ray: A Distributed Framework for Emerging AI Applications
The next generation of AI applications will continuously interact with the environment and learn from these interactions. These applications impose new and demanding systems requirements, both in terms of performance and flexibility. In this paper, we consider these requirements and present Ray---a distributed system to address them. Ray implements a unified interface that can express both task-parallel and actor-based computations, supported by a single dynamic execution engine. To meet the performance requirements, Ray employs a distributed scheduler and a distributed and fault-tolerant store to manage the system's control state. In our experiments, we demonstrate scaling beyond 1.8 million tasks per second and better performance than existing specialized systems for several challenging reinforcement learning applications.
Natural Language Decomposition and Interpretation of Complex Utterances
Natural language interfaces often require supervised data to translate user requests into programs, database queries, or other structured intent representations. During data collection, it can be difficult to anticipate and formalize the full range of user needs -- for example, in a system designed to handle simple requests (like find my meetings tomorrow or move my meeting with my manager to noon), users may also express more elaborate requests (like swap all my calls on Monday and Tuesday). We introduce an approach for equipping a simple language-to-code model to handle complex utterances via a process of hierarchical natural language decomposition. Our approach uses a pre-trained language model to decompose a complex utterance into a sequence of smaller natural language steps, then interprets each step using the language-to-code model. To test our approach, we collect and release DeCU -- a new NL-to-program benchmark to evaluate Decomposition of Complex Utterances. Experiments show that the proposed approach enables the interpretation of complex utterances with almost no complex training data, while outperforming standard few-shot prompting approaches.
Making Language Models Better Tool Learners with Execution Feedback
Tools serve as pivotal interfaces that enable humans to understand and reshape the world. With the advent of foundational models, AI systems can utilize tools to expand their capabilities and interact with the world. Existing tool learning methodologies, encompassing supervised fine-tuning and prompt engineering approaches, often induce language models to utilize tools indiscriminately, as complex problems often exceed their own competencies. However, introducing tools for simple tasks, which the models themselves can readily resolve, can inadvertently propagate errors rather than enhance performance. This leads to the research question: can we teach language models when and how to use tools? To meet this need, we propose Tool leaRning wIth exeCution fEedback (TRICE), a two-stage end-to-end framework that enables the model to continually learn through feedback derived from tool execution, thereby learning when and how to use tools effectively. Experimental results, backed by further analysis, show that TRICE can make the language model to selectively use tools by decreasing the model's dependency on tools while enhancing the performance. Code and datasets will be available in https://github.com/zjunlp/trice.
WebUI: A Dataset for Enhancing Visual UI Understanding with Web Semantics
Modeling user interfaces (UIs) from visual information allows systems to make inferences about the functionality and semantics needed to support use cases in accessibility, app automation, and testing. Current datasets for training machine learning models are limited in size due to the costly and time-consuming process of manually collecting and annotating UIs. We crawled the web to construct WebUI, a large dataset of 400,000 rendered web pages associated with automatically extracted metadata. We analyze the composition of WebUI and show that while automatically extracted data is noisy, most examples meet basic criteria for visual UI modeling. We applied several strategies for incorporating semantics found in web pages to increase the performance of visual UI understanding models in the mobile domain, where less labeled data is available: (i) element detection, (ii) screen classification and (iii) screen similarity.
Visio-Linguistic Brain Encoding
Enabling effective brain-computer interfaces requires understanding how the human brain encodes stimuli across modalities such as visual, language (or text), etc. Brain encoding aims at constructing fMRI brain activity given a stimulus. There exists a plethora of neural encoding models which study brain encoding for single mode stimuli: visual (pretrained CNNs) or text (pretrained language models). Few recent papers have also obtained separate visual and text representation models and performed late-fusion using simple heuristics. However, previous work has failed to explore: (a) the effectiveness of image Transformer models for encoding visual stimuli, and (b) co-attentive multi-modal modeling for visual and text reasoning. In this paper, we systematically explore the efficacy of image Transformers (ViT, DEiT, and BEiT) and multi-modal Transformers (VisualBERT, LXMERT, and CLIP) for brain encoding. Extensive experiments on two popular datasets, BOLD5000 and Pereira, provide the following insights. (1) To the best of our knowledge, we are the first to investigate the effectiveness of image and multi-modal Transformers for brain encoding. (2) We find that VisualBERT, a multi-modal Transformer, significantly outperforms previously proposed single-mode CNNs, image Transformers as well as other previously proposed multi-modal models, thereby establishing new state-of-the-art. The supremacy of visio-linguistic models raises the question of whether the responses elicited in the visual regions are affected implicitly by linguistic processing even when passively viewing images. Future fMRI tasks can verify this computational insight in an appropriate experimental setting.
Structured access: an emerging paradigm for safe AI deployment
Structured access is an emerging paradigm for the safe deployment of artificial intelligence (AI). Instead of openly disseminating AI systems, developers facilitate controlled, arm's length interactions with their AI systems. The aim is to prevent dangerous AI capabilities from being widely accessible, whilst preserving access to AI capabilities that can be used safely. The developer must both restrict how the AI system can be used, and prevent the user from circumventing these restrictions through modification or reverse engineering of the AI system. Structured access is most effective when implemented through cloud-based AI services, rather than disseminating AI software that runs locally on users' hardware. Cloud-based interfaces provide the AI developer greater scope for controlling how the AI system is used, and for protecting against unauthorized modifications to the system's design. This chapter expands the discussion of "publication norms" in the AI community, which to date has focused on the question of how the informational content of AI research projects should be disseminated (e.g., code and models). Although this is an important question, there are limits to what can be achieved through the control of information flows. Structured access views AI software not only as information that can be shared but also as a tool with which users can have arm's length interactions. There are early examples of structured access being practiced by AI developers, but there is much room for further development, both in the functionality of cloud-based interfaces and in the wider institutional framework.
Pervasive Attention: 2D Convolutional Neural Networks for Sequence-to-Sequence Prediction
Current state-of-the-art machine translation systems are based on encoder-decoder architectures, that first encode the input sequence, and then generate an output sequence based on the input encoding. Both are interfaced with an attention mechanism that recombines a fixed encoding of the source tokens based on the decoder state. We propose an alternative approach which instead relies on a single 2D convolutional neural network across both sequences. Each layer of our network re-codes source tokens on the basis of the output sequence produced so far. Attention-like properties are therefore pervasive throughout the network. Our model yields excellent results, outperforming state-of-the-art encoder-decoder systems, while being conceptually simpler and having fewer parameters.