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arXiv:2408.15876공식 코드 · Papers with Code

Unleashing the Temporal-Spatial Reasoning Capacity of GPT for Training-Free Audio and Language Referenced Video Object Segmentation

In this paper, we propose an Audio-Language-Referenced SAM 2 (AL-Ref-SAM 2) pipeline to explore the training-free paradigm for audio and language-referenced video object segmentation, namely AVS and RVOS tasks. The intuitive solution leverages GroundingDINO to identify the target object from a single frame and SAM 2 to segment the identified object throughout the video, which is less robust to spatiotemporal variations due to a lack of video context exploration. Thus, in our AL-Ref-SAM 2 pipeline, we propose a novel GPT-assisted Pivot Selection (GPT-PS) module to instruct GPT-4 to perform two-step temporal-spatial reasoning for sequentially selecting pivot frames and pivot boxes, thereby providing SAM 2 with a high-quality initial object prompt. Within GPT-PS, two task-specific Chain-of-Thought prompts are designed to unleash GPT's temporal-spatial reasoning capacity by guiding GPT to make selections based on a comprehensive understanding of video and reference information. Furthermore, we propose a Language-Binded Reference Unification (LBRU) module to convert audio signals into language-formatted references, thereby unifying the formats of AVS and RVOS tasks in the same pipeline. Extensive experiments on both tasks show that our training-free AL-Ref-SAM 2 pipeline achieves performances comparable to or even better than fully-supervised fine-tuning methods. The code is available at: https://github.com/appletea233/AL-Ref-SAM2.

arXiv:2408.15950

Atari-GPT: Benchmarking Multimodal Large Language Models as Low-Level Policies in Atari Games

Recent advancements in large language models (LLMs) have expanded their capabilities beyond traditional text-based tasks to multimodal domains, integrating visual, auditory, and textual data. While multimodal LLMs have been extensively explored for high-level planning in domains like robotics and games, their potential as low-level controllers remains largely untapped. In this paper, we introduce a novel benchmark aimed at testing the emergent capabilities of multimodal LLMs as low-level policies in Atari games. Unlike traditional reinforcement learning (RL) methods that require training for each new environment and reward function specification, these LLMs utilize pre-existing multimodal knowledge to directly engage with game environments. Our study assesses the performances of multiple multimodal LLMs against traditional RL agents, human players, and random agents, focusing on their ability to understand and interact with complex visual scenes and formulate strategic responses. Our results show that these multimodal LLMs are not yet capable of being zero-shot low-level policies. Furthermore, we see that this is, in part, due to their visual and spatial reasoning. Additional results and videos are available on our project webpage: https://dev1nw.github.io/atari-gpt/.

arXiv:2408.15511

AeroVerse: UAV-Agent Benchmark Suite for Simulating, Pre-training, Finetuning, and Evaluating Aerospace Embodied World Models

Aerospace embodied intelligence aims to empower unmanned aerial vehicles (UAVs) and other aerospace platforms to achieve autonomous perception, cognition, and action, as well as egocentric active interaction with humans and the environment. The aerospace embodied world model serves as an effective means to realize the autonomous intelligence of UAVs and represents a necessary pathway toward aerospace embodied intelligence. However, existing embodied world models primarily focus on ground-level intelligent agents in indoor scenarios, while research on UAV intelligent agents remains unexplored. To address this gap, we construct the first large-scale real-world image-text pre-training dataset, AerialAgent-Ego10k, featuring urban drones from a first-person perspective. We also create a virtual image-text-pose alignment dataset, CyberAgent Ego500k, to facilitate the pre-training of the aerospace embodied world model. For the first time, we clearly define 5 downstream tasks, i.e., aerospace embodied scene awareness, spatial reasoning, navigational exploration, task planning, and motion decision, and construct corresponding instruction datasets, i.e., SkyAgent-Scene3k, SkyAgent-Reason3k, SkyAgent-Nav3k and SkyAgent-Plan3k, and SkyAgent-Act3k, for fine-tuning the aerospace embodiment world model. Simultaneously, we develop SkyAgentEval, the downstream task evaluation metrics based on GPT-4, to comprehensively, flexibly, and objectively assess the results, revealing the potential and limitations of 2D/3D visual language models in UAV-agent tasks. Furthermore, we integrate over 10 2D/3D visual-language models, 2 pre-training datasets, 5 finetuning datasets, more than 10 evaluation metrics, and a simulator into the benchmark suite, i.e., AeroVerse, which will be released to the community to promote exploration and development of aerospace embodied intelligence.

arXiv:2408.14806

Poly2Vec: Polymorphic Fourier-Based Encoding of Geospatial Objects for GeoAI Applications

Encoding geospatial objects is fundamental for geospatial artificial intelligence (GeoAI) applications, which leverage machine learning (ML) models to analyze spatial information. Common approaches transform each object into known formats, like image and text, for compatibility with ML models. However, this process often discards crucial spatial information, such as the object's position relative to the entire space, reducing downstream task effectiveness. Alternative encoding methods that preserve some spatial properties are often devised for specific data objects (e.g., point encoders), making them unsuitable for tasks that involve different data types (i.e., points, polylines, and polygons). To this end, we propose Poly2Vec, a polymorphic Fourier-based encoding approach that unifies the representation of geospatial objects, while preserving the essential spatial properties. Poly2Vec incorporates a learned fusion module that adaptively integrates the magnitude and phase of the Fourier transform for different tasks and geometries. We evaluate Poly2Vec on five diverse tasks, organized into two categories. The first empirically demonstrates that Poly2Vec consistently outperforms object-specific baselines in preserving three key spatial relationships: topology, direction, and distance. The second shows that integrating Poly2Vec into a state-of-the-art GeoAI workflow improves the performance in two popular tasks: population prediction and land use inference.

arXiv:2408.13184

Can LLM be a Good Path Planner based on Prompt Engineering? Mitigating the Hallucination for Path Planning

Spatial reasoning in Large Language Models (LLMs) is the foundation for embodied intelligence. However, even in simple maze environments, LLMs still encounter challenges in long-term path-planning, primarily influenced by their spatial hallucination and context inconsistency hallucination by long-term reasoning. To address this challenge, this study proposes an innovative model, Spatial-to-Relational Transformation and Curriculum Q-Learning (S2RCQL). To address the spatial hallucination of LLMs, we propose the Spatial-to-Relational approach, which transforms spatial prompts into entity relations and paths representing entity relation chains. This approach fully taps the potential of LLMs in terms of sequential thinking. As a result, we design a path-planning algorithm based on Q-learning to mitigate the context inconsistency hallucination, which enhances the reasoning ability of LLMs. Using the Q-value of state-action as auxiliary information for prompts, we correct the hallucinations of LLMs, thereby guiding LLMs to learn the optimal path. Finally, we propose a reverse curriculum learning technique based on LLMs to further mitigate the context inconsistency hallucination. LLMs can rapidly accumulate successful experiences by reducing task difficulty and leveraging them to tackle more complex tasks. We performed comprehensive experiments based on Baidu's self-developed LLM: ERNIE-Bot 4.0. The results showed that our S2RCQL achieved a 23%--40% improvement in both success and optimality rates compared with advanced prompt engineering.

arXiv:2408.10388공식 코드 · Papers with Code

Narrowing the Gap between Vision and Action in Navigation

The existing methods for Vision and Language Navigation in the Continuous Environment (VLN-CE) commonly incorporate a waypoint predictor to discretize the environment. This simplifies the navigation actions into a view selection task and improves navigation performance significantly compared to direct training using low-level actions. However, the VLN-CE agents are still far from the real robots since there are gaps between their visual perception and executed actions. First, VLN-CE agents that discretize the visual environment are primarily trained with high-level view selection, which causes them to ignore crucial spatial reasoning within the low-level action movements. Second, in these models, the existing waypoint predictors neglect object semantics and their attributes related to passibility, which can be informative in indicating the feasibility of actions. To address these two issues, we introduce a low-level action decoder jointly trained with high-level action prediction, enabling the current VLN agent to learn and ground the selected visual view to the low-level controls. Moreover, we enhance the current waypoint predictor by utilizing visual representations containing rich semantic information and explicitly masking obstacles based on humans' prior knowledge about the feasibility of actions. Empirically, our agent can improve navigation performance metrics compared to the strong baselines on both high-level and low-level actions.

arXiv:2408.08704

Beyond the Hype: A dispassionate look at vision-language models in medical scenario

Recent advancements in Large Vision-Language Models (LVLMs) have demonstrated remarkable capabilities across diverse tasks, garnering significant attention in AI communities. However, their performance and reliability in specialized domains such as medicine remain insufficiently assessed. In particular, most assessments over-concentrate in evaluating VLMs based on simple Visual Question Answering (VQA) on multi-modality data, while ignoring the in-depth characteristic of LVLMs. In this study, we introduce RadVUQA, a novel Radiological Visual Understanding and Question Answering benchmark, to comprehensively evaluate existing LVLMs. RadVUQA mainly validates LVLMs across five dimensions: 1) Anatomical understanding, assessing the models' ability to visually identify biological structures; 2) Multimodal comprehension, which involves the capability of interpreting linguistic and visual instructions to produce desired outcomes; 3) Quantitative and spatial reasoning, evaluating the models' spatial awareness and proficiency in combining quantitative analysis with visual and linguistic information; 4) Physiological knowledge, measuring the models' capability to comprehend functions and mechanisms of organs and systems; and 5) Robustness, which assesses the models' capabilities against unharmonised and synthetic data. The results indicate that both generalized LVLMs and medical-specific LVLMs have critical deficiencies with weak multimodal comprehension and quantitative reasoning capabilities. Our findings reveal the large gap between existing LVLMs and clinicians, highlighting the urgent need for more robust and intelligent LVLMs. The code and dataset will be available after the acceptance of this paper.

arXiv:2408.06926

SceneGPT: A Language Model for 3D Scene Understanding

Building models that can understand and reason about 3D scenes is difficult owing to the lack of data sources for 3D supervised training and large-scale training regimes. In this work we ask - How can the knowledge in a pre-trained language model be leveraged for 3D scene understanding without any 3D pre-training. The aim of this work is to establish whether pre-trained LLMs possess priors/knowledge required for reasoning in 3D space and how can we prompt them such that they can be used for general purpose spatial reasoning and object understanding in 3D. To this end, we present SceneGPT, an LLM based scene understanding system which can perform 3D spatial reasoning without training or explicit 3D supervision. The key components of our framework are - 1) a 3D scene graph, that serves as scene representation, encoding the objects in the scene and their spatial relationships 2) a pre-trained LLM that can be adapted with in context learning for 3D spatial reasoning. We evaluate our framework qualitatively on object and scene understanding tasks including object semantics, physical properties and affordances (object-level) and spatial understanding (scene-level).

arXiv:2408.05924

Space-LLaVA: a Vision-Language Model Adapted to Extraterrestrial Applications

Foundation Models (FMs), e.g., large language models, possess attributes of intelligence which offer promise to endow a robot with the contextual understanding necessary to navigate complex, unstructured tasks in the wild. We see three core challenges in the future of space robotics that motivate building an FM for the space robotics community: 1) Scalability of ground-in-the-loop operations; 2) Generalizing prior knowledge to novel environments; and 3) Multi-modality in tasks and sensor data. As a first-step towards a space foundation model, we programmatically augment three extraterrestrial databases with fine-grained language annotations inspired by the sensory reasoning necessary to e.g., identify a site of scientific interest on Mars, building a synthetic dataset of visual-question-answer and visual instruction-following tuples. We fine-tune a pre-trained LLaVA 13B checkpoint on our augmented dataset to adapt a Vision-Language Model (VLM) to the visual semantic features in an extraterrestrial environment, demonstrating FMs as a tool for specialization and enhancing a VLM's zero-shot performance on unseen task types in comparison to state-of-the-art VLMs. Ablation studies show that fine-tuning the language backbone and vision-language adapter in concert is key to facilitate adaption while a small percentage, e.g., 20%, of the pre-training data can be used to safeguard against catastrophic forgetting.

arXiv:2408.02231

REVISION: Rendering Tools Enable Spatial Fidelity in Vision-Language Models

Text-to-Image (T2I) and multimodal large language models (MLLMs) have been adopted in solutions for several computer vision and multimodal learning tasks. However, it has been found that such vision-language models lack the ability to correctly reason over spatial relationships. To tackle this shortcoming, we develop the REVISION framework which improves spatial fidelity in vision-language models. REVISION is a 3D rendering based pipeline that generates spatially accurate synthetic images, given a textual prompt. REVISION is an extendable framework, which currently supports 100+ 3D assets, 11 spatial relationships, all with diverse camera perspectives and backgrounds. Leveraging images from REVISION as additional guidance in a training-free manner consistently improves the spatial consistency of T2I models across all spatial relationships, achieving competitive performance on the VISOR and T2I-CompBench benchmarks. We also design RevQA, a question-answering benchmark to evaluate the spatial reasoning abilities of MLLMs, and find that state-of-the-art models are not robust to complex spatial reasoning under adversarial settings. Our results and findings indicate that utilizing rendering-based frameworks is an effective approach for developing spatially-aware generative models.

arXiv:2408.00754

Coarse Correspondences Boost Spatial-Temporal Reasoning in Multimodal Language Model

Multimodal language models (MLLMs) are increasingly being applied in real-world environments, necessitating their ability to interpret 3D spaces and comprehend temporal dynamics. Current methods often rely on specialized architectural designs or task-specific fine-tuning to achieve this. We introduce Coarse Correspondences, a simple lightweight method that enhances MLLMs' spatial-temporal reasoning with 2D images as input, without modifying the architecture or requiring task-specific fine-tuning. Our method uses a lightweight tracking model to identify primary object correspondences between frames in a video or across different image viewpoints, and then conveys this information to MLLMs through visual prompting. We demonstrate that this simple training-free approach brings substantial gains to GPT4-V/O consistently on four benchmarks that require spatial-temporal reasoning, including +20.5\% improvement on ScanQA, +9.7\% on OpenEQA's episodic memory subset, +6.0\% on the long-form video benchmark EgoSchema, and +11\% on the R2R navigation benchmark. Additionally, we show that Coarse Correspondences can also enhance open-source MLLMs' spatial reasoning (by +6.9\% on ScanQA) when applied in both training and inference and that the improvement can generalize to unseen datasets such as SQA3D (+3.1\%). Taken together, we show that Coarse Correspondences effectively and efficiently boosts models' performance on downstream tasks requiring spatial-temporal reasoning.

arXiv:2407.14279

OpenSU3D: Open World 3D Scene Understanding using Foundation Models

In this paper, we present a novel, scalable approach for constructing open set, instance-level 3D scene representations, advancing open world understanding of 3D environments. Existing methods require pre-constructed 3D scenes and face scalability issues due to per-point feature vector learning, limiting their efficacy with complex queries. Our method overcomes these limitations by incrementally building instance-level 3D scene representations using 2D foundation models, efficiently aggregating instance-level details such as masks, feature vectors, names, and captions. We introduce fusion schemes for feature vectors to enhance their contextual knowledge and performance on complex queries. Additionally, we explore large language models for robust automatic annotation and spatial reasoning tasks. We evaluate our proposed approach on multiple scenes from ScanNet and Replica datasets demonstrating zero-shot generalization capabilities, exceeding current state-of-the-art methods in open world 3D scene understanding.

arXiv:2407.14133

I Know About "Up"! Enhancing Spatial Reasoning in Visual Language Models Through 3D Reconstruction

Visual Language Models (VLMs) are essential for various tasks, particularly visual reasoning tasks, due to their robust multi-modal information integration, visual reasoning capabilities, and contextual awareness. However, existing \VLMs{}' visual spatial reasoning capabilities are often inadequate, struggling even with basic tasks such as distinguishing left from right. To address this, we propose the \ours{} model, designed to enhance the visual spatial reasoning abilities of VLMS. ZeroVLM employs Zero-1-to-3, a 3D reconstruction model for obtaining different views of the input images and incorporates a prompting mechanism to further improve visual spatial reasoning. Experimental results on four visual spatial reasoning datasets show that our \ours{} achieves up to 19.48% accuracy improvement, which indicates the effectiveness of the 3D reconstruction and prompting mechanisms of our ZeroVLM.

arXiv:2407.12734

A LLM Benchmark based on the Minecraft Builder Dialog Agent Task

In this work we proposing adapting the Minecraft builder task into an LLM benchmark suitable for evaluating LLM ability in spatially orientated tasks, and informing builder agent design. Previous works have proposed corpora with varying complex structures, and human written instructions. We instead attempt to provide a comprehensive synthetic benchmark for testing builder agents over a series of distinct tasks that comprise of common building operations. We believe this approach allows us to probe specific strengths and weaknesses of different agents, and test the ability of LLMs in the challenging area of spatial reasoning and vector based math.

arXiv:2407.11068공식 코드 · Papers with Code

Show, Don't Tell: Evaluating Large Language Models Beyond Textual Understanding with ChildPlay

We develop a systematic benchmark set to test the generalization of state-of-the-art large language models on broader problems beyond linguistic tasks and evaluate it on a systematic progression of GPT models (GPT-3.5, GPT-4, GPT-4o, GPT-4o-mini). Using well-known simple games like Tic-Tac-Toe, Connect Four, and Battleship, all encoded in ASCII, we test their strategic capabilities and spatial reasoning. To probe generalization, we introduce three new games: LEGO Connect Language (LCL) for spatial logic, a shape recognition game, and Guess-the-SMILES (GtS), an advanced spatial logic benchmark in chemistry. Results show that, despite proficiency in standard benchmarks, GPT models perform poorly in these games, failing to anticipate losing moves, play correctly, or recognize spatial relationships. Except for Tic-Tac-Toe and GtS, a systematic progression in gameplay performance as models are formally improved (GPT-3.5, GPT-4, GPT-4o) is not observed. GPT-4 succeeds in shape recognition, but all models consistently struggle with LCL and GtS. This suggests that while GPT models can emulate conversational proficiency and basic rule comprehension, they have limited cognitive flexibility and generalization in strategy and spatial reasoning. Our findings, highlighted with our benchmark suite (ChildPlay GitHub Repository), caution against claims of emergent intelligence in GPT models, which appear more specialized than general.

arXiv:2407.03471공식 코드 · Papers with Code

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

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

arXiv:2407.01892

GRASP: A Grid-Based Benchmark for Evaluating Commonsense Spatial Reasoning

Spatial reasoning, an important faculty of human cognition with many practical applications, is one of the core commonsense skills that is not purely language-based and, for satisfying (as opposed to optimal) solutions, requires some minimum degree of planning. Existing benchmarks of Commonsense Spatial Reasoning (CSR) tend to evaluate how Large Language Models (LLMs) interpret text-based spatial $\textit{descriptions}$ rather than directly evaluate a plan produced by the LLM in response to a $\textit{specific}$ spatial reasoning problem. In this paper, we construct a large-scale benchmark called GRASP, which consists of 16,000 grid-based environments where the agent is tasked with an energy collection problem. These environments include 100 grid instances instantiated using each of the 160 different grid settings, involving five different energy distributions, two modes of agent starting position, and two distinct obstacle configurations, as well as three kinds of agent constraints. Using GRASP, we compare classic baseline approaches, such as random walk and greedy search methods, with advanced LLMs like GPT-3.5-Turbo, GPT-4o, and GPT-o1-mini. The experimental results indicate that even these advanced LLMs struggle to consistently achieve satisfactory solutions.

arXiv:2406.19237

FlowVQA: Mapping Multimodal Logic in Visual Question Answering with Flowcharts

Existing benchmarks for visual question answering lack in visual grounding and complexity, particularly in evaluating spatial reasoning skills. We introduce FlowVQA, a novel benchmark aimed at assessing the capabilities of visual question-answering multimodal language models in reasoning with flowcharts as visual contexts. FlowVQA comprises 2,272 carefully generated and human-verified flowchart images from three distinct content sources, along with 22,413 diverse question-answer pairs, to test a spectrum of reasoning tasks, including information localization, decision-making, and logical progression. We conduct a thorough baseline evaluation on a suite of both open-source and proprietary multimodal language models using various strategies, followed by an analysis of directional bias. The results underscore the benchmark's potential as a vital tool for advancing the field of multimodal modeling, providing a focused and challenging environment for enhancing model performance in visual and logical reasoning tasks.

arXiv:2406.14852공식 코드 · Papers with Code

Is A Picture Worth A Thousand Words? Delving Into Spatial Reasoning for Vision Language Models

Large language models (LLMs) and vision-language models (VLMs) have demonstrated remarkable performance across a wide range of tasks and domains. Despite this promise, spatial understanding and reasoning -- a fundamental component of human cognition -- remains under-explored. We propose SpatialEval, a novel benchmark that covers diverse aspects of spatial reasoning such as relationship understanding, navigation, and counting. We conduct a comprehensive evaluation of competitive language and vision-language models. Our findings reveal several counter-intuitive insights that have been overlooked in the literature: (1) Spatial reasoning poses significant challenges where competitive models can fall behind random guessing; (2) Despite additional visual input, VLMs often under-perform compared to their LLM counterparts; (3) When both textual and visual information is available, multi-modal language models become less reliant on visual information if sufficient textual clues are provided. Additionally, we demonstrate that leveraging redundancy between vision and text can significantly enhance model performance. We hope our study will inform the development of multimodal models to improve spatial intelligence and further close the gap with human intelligence.

arXiv:2406.13828공식 코드 · Papers with Code

Neuro-symbolic Training for Reasoning over Spatial Language

Recent research shows that more data and larger models can provide more accurate solutions to natural language problems requiring reasoning. However, models can easily fail to provide solutions in unobserved complex input compositions due to not achieving the level of abstraction required for generalizability. To alleviate this issue, we propose training the language models with neuro-symbolic techniques that can exploit the logical rules of reasoning as constraints and provide additional supervision sources to the model. Training models to adhere to the regulations of reasoning pushes them to make more effective abstractions needed for generalizability and transfer learning. We focus on a challenging problem of spatial reasoning over text. Our results on various benchmarks using multiple language models confirm our hypothesis of effective domain transfer based on neuro-symbolic training.