Searcharxiv⌕ Search

arXiv subjects

Di Zhang

Publications and source records attributed to Di Zhang.

At least 253 records · Page 14Linked to original sources

Accessing GPT-4 level Mathematical Olympiad Solutions via Monte Carlo Tree Self-refine with LLaMa-3 8B

This paper introduces the MCT Self-Refine (MCTSr) algorithm, an innovative integration of Large Language Models (LLMs) with Monte Carlo Tree Search (MCTS), designed to enhance performance in complex mathematical reasoning tasks. Addressing the challenges of accuracy and reliability in LLMs, particularly in strategic and mathematical reasoning, MCTSr leverages systematic exploration and heuristic self-refine mechanisms to improve decision-making frameworks within LLMs. The algorithm constructs a Monte Carlo search tree through iterative processes of Selection, self-refine, self-evaluation, and Backpropagation, utilizing an improved Upper Confidence Bound (UCB) formula to optimize the exploration-exploitation balance. Extensive experiments demonstrate MCTSr's efficacy in solving Olympiad-level mathematical problems, significantly improving success rates across multiple datasets, including GSM8K, GSM Hard, MATH, and Olympiad-level benchmarks, including Math Odyssey, AIME, and OlympiadBench. The study advances the application of LLMs in complex reasoning tasks and sets a foundation for future AI integration, enhancing decision-making accuracy and reliability in LLM-driven applications.

cs.AI↗

Video-LaVIT: Unified Video-Language Pre-training with Decoupled Visual-Motional Tokenization

In light of recent advances in multimodal Large Language Models (LLMs), there is increasing attention to scaling them from image-text data to more informative real-world videos. Compared to static images, video poses unique challenges for effective large-scale pre-training due to the modeling of its spatiotemporal dynamics. In this paper, we address such limitations in video-language pre-training with an efficient video decomposition that represents each video as keyframes and temporal motions. These are then adapted to an LLM using well-designed tokenizers that discretize visual and temporal information as a few tokens, thus enabling unified generative pre-training of videos, images, and text. At inference, the generated tokens from the LLM are carefully recovered to the original continuous pixel space to create various video content. Our proposed framework is both capable of comprehending and generating image and video content, as demonstrated by its competitive performance across 13 multimodal benchmarks in image and video understanding and generation. Our code and models are available at https://video-lavit.github.io.

cs.CV↗

Just Ask One More Time! Self-Agreement Improves Reasoning of Language Models in (Almost) All Scenarios

Although chain-of-thought (CoT) prompting combined with language models has achieved encouraging results on complex reasoning tasks, the naive greedy decoding used in CoT prompting usually causes the repetitiveness and local optimality. To address this shortcoming, ensemble-optimization tries to obtain multiple reasoning paths to get the final answer assembly. However, current ensemble-optimization methods either simply employ rule-based post-processing such as \textit{self-consistency}, or train an additional model based on several task-related human annotations to select the best one among multiple reasoning paths, yet fail to generalize to realistic settings where the type of input questions is unknown or the answer format of reasoning paths is unknown. To avoid their limitations, we propose \textbf{Self-Agreement}, a generalizable ensemble-optimization method applying in almost all scenarios where the type of input questions and the answer format of reasoning paths may be known or unknown. Self-agreement firstly samples from language model's decoder to generate a \textit{diverse} set of reasoning paths, and subsequently prompts the language model \textit{one more time} to determine the optimal answer by selecting the most \textit{agreed} answer among the sampled reasoning paths. Self-agreement simultaneously achieves remarkable performance on six public reasoning benchmarks and superior generalization capabilities.

cs.CL↗

Decoding at the Speed of Thought: Harnessing Parallel Decoding of Lexical Units for LLMs

Large language models have demonstrated exceptional capability in natural language understanding and generation. However, their generation speed is limited by the inherently sequential nature of their decoding process, posing challenges for real-time applications. This paper introduces Lexical Unit Decoding (LUD), a novel decoding methodology implemented in a data-driven manner, accelerating the decoding process without sacrificing output quality. The core of our approach is the observation that a pre-trained language model can confidently predict multiple contiguous tokens, forming the basis for a \textit{lexical unit}, in which these contiguous tokens could be decoded in parallel. Extensive experiments validate that our method substantially reduces decoding time while maintaining generation quality, i.e., 33\% speed up on natural language generation with no quality loss, and 30\% speed up on code generation with a negligible quality loss of 3\%. Distinctively, LUD requires no auxiliary models and does not require changes to existing architectures. It can also be integrated with other decoding acceleration methods, thus achieving an even more pronounced inference efficiency boost. We posit that the foundational principles of LUD could define a new decoding paradigm for future language models, enhancing their applicability for a broader spectrum of applications. All codes are be publicly available at https://github.com/tjunlp-lab/Lexical-Unit-Decoding-LUD-. Keywords: Parallel Decoding, Lexical Unit Decoding, Large Language Model

cs.CL↗

Parrot: Enhancing Multi-Turn Instruction Following for Large Language Models

Humans often interact with large language models (LLMs) in multi-turn interaction to obtain desired answers or more information. However, most existing studies overlook the multi-turn instruction following ability of LLMs, in terms of training dataset, training method, and evaluation benchmark. In this paper, we introduce Parrot, a solution aiming to enhance multi-turn instruction following for LLMs. First, we introduce an efficient but effective method for collecting multi-turn instructions that feature human-like queries, such as anaphora and ellipsis. Second, we propose a context-aware preference optimization strategy to further enhance LLMs for complex queries in multi-turn interaction. Moreover, to quantitatively evaluate LLMs in multi-turn instruction following, we manually build a multi-turn benchmark derived from existing ones. Extensive experiments show that Parrot improves current LLMs by up to 7.2% in multi-turn instruction following. Our dataset and codes will be open-sourced to facilitate future research.

cs.CL↗

Learning Multi-dimensional Human Preference for Text-to-Image Generation

Current metrics for text-to-image models typically rely on statistical metrics which inadequately represent the real preference of humans. Although recent work attempts to learn these preferences via human annotated images, they reduce the rich tapestry of human preference to a single overall score. However, the preference results vary when humans evaluate images with different aspects. Therefore, to learn the multi-dimensional human preferences, we propose the Multi-dimensional Preference Score (MPS), the first multi-dimensional preference scoring model for the evaluation of text-to-image models. The MPS introduces the preference condition module upon CLIP model to learn these diverse preferences. It is trained based on our Multi-dimensional Human Preference (MHP) Dataset, which comprises 918,315 human preference choices across four dimensions (i.e., aesthetics, semantic alignment, detail quality and overall assessment) on 607,541 images. The images are generated by a wide range of latest text-to-image models. The MPS outperforms existing scoring methods across 3 datasets in 4 dimensions, enabling it a promising metric for evaluating and improving text-to-image generation.

cs.CV↗

Direct-a-Video: Customized Video Generation with User-Directed Camera Movement and Object Motion

Recent text-to-video diffusion models have achieved impressive progress. In practice, users often desire the ability to control object motion and camera movement independently for customized video creation. However, current methods lack the focus on separately controlling object motion and camera movement in a decoupled manner, which limits the controllability and flexibility of text-to-video models. In this paper, we introduce Direct-a-Video, a system that allows users to independently specify motions for multiple objects as well as camera's pan and zoom movements, as if directing a video. We propose a simple yet effective strategy for the decoupled control of object motion and camera movement. Object motion is controlled through spatial cross-attention modulation using the model's inherent priors, requiring no additional optimization. For camera movement, we introduce new temporal cross-attention layers to interpret quantitative camera movement parameters. We further employ an augmentation-based approach to train these layers in a self-supervised manner on a small-scale dataset, eliminating the need for explicit motion annotation. Both components operate independently, allowing individual or combined control, and can generalize to open-domain scenarios. Extensive experiments demonstrate the superiority and effectiveness of our method. Project page and code are available at https://direct-a-video.github.io/.

cs.CV↗

Ferroelectricity in twisted double bilayer graphene

Two-dimensional ferroelectrics can maintain vertical polarization up to room temperature, and are, therefore, promising for next-generation nonvolatile memories. Although natural two-dimensional ferroelectrics are few, moiré superlattices provide us with a generalized method to construct ferroelectrics from non-ferroelectric parent materials. We report a realization of ferroelectric hysteresis in a AB-BA stacked twisted double bilayer graphene (TDBG) system. The ferroelectric polarization is prominent at zero external displacement field and reduces upon increasing displacement fields. TDBG in the AB-BA configuration possesses a superlattice of non-centrosymmetric domains, exhibiting alternatively switchable polarities even without the assistance of any boron nitride layers; however, in the AB-AB stacking case, the development of polarized domains necessitates the presence of a second superlattice induced by the adjacent boron nitride layer. Therefore, twisted multilayer graphene systems offer us a fascinating field to explore two-dimensional ferroelectricity.

cond-mat.mes-hall↗

Tailoring coercive fields and the Curie temperature via proximity coupling in WSe$_2$/Fe$_3$GeTe$_2$ van der Waals heterostructures

Hybrid structures consisting of two-dimensional (2D) magnets and semiconductors have exhibited extensive functionalities in spintronics and opto-spintronics. In this work, we have fabricated WSe$_2$/Fe$_3$GeTe$_2$ van der Waals (vdW) heterostructures and investigated the proximity effects on 2D magnetism. Through reflective magnetic circular dichroism (RMCD), we have observed a temperature-dependent modulation of magnetic order in the heterostructure. For temperatures above $40$ K, WSe$_2$-covered Fe$_3$GeTe$_2$ exhibits a larger coercive field than that observed in bare Fe$_3$GeTe$_2$, accompanied by a noticeable enhancement of the Curie temperature by $21$ K. This strengthening suggests an increase in magnetic anisotropy in the interfacial Fe$_3$GeTe$_2$ layer, which can be attributed to the spin-orbit coupling (SOC) proximity effect induced by the adjacent WSe$_2$ layers. However, at much lower temperatures ($T<20$ K), a non-monotonic modification of the coercive field is observed, showing both reduction and enhancement, which depends on the thickness of the WSe$_2$ and Fe$_3$GeTe$_2$ layers. Moreover, an unconventional two-step magnetization process emerges in the heterostructure, indicating the short-range nature of SOC proximity effects. Our findings revealing proximity effects on 2D magnetism may shed light on the design of future spintronic and memory devices based on 2D magnetic heterostructures.

cond-mat.mes-hall↗

ChemLLM: A Chemical Large Language Model

Large language models (LLMs) have made impressive progress in chemistry applications. However, the community lacks an LLM specifically designed for chemistry. The main challenges are two-fold: firstly, most chemical data and scientific knowledge are stored in structured databases, which limits the model's ability to sustain coherent dialogue when used directly. Secondly, there is an absence of objective and fair benchmark that encompass most chemistry tasks. Here, we introduce ChemLLM, a comprehensive framework that features the first LLM dedicated to chemistry. It also includes ChemData, a dataset specifically designed for instruction tuning, and ChemBench, a robust benchmark covering nine essential chemistry tasks. ChemLLM is adept at performing various tasks across chemical disciplines with fluid dialogue interaction. Notably, ChemLLM achieves results comparable to GPT-4 on the core chemical tasks and demonstrates competitive performance with LLMs of similar size in general scenarios. ChemLLM paves a new path for exploration in chemical studies, and our method of incorporating structured chemical knowledge into dialogue systems sets a new standard for developing LLMs in various scientific fields. Codes, Datasets, and Model weights are publicly accessible at https://hf.co/AI4Chem

cs.AI↗

UNIAA: A Unified Multi-modal Image Aesthetic Assessment Baseline and Benchmark

As an alternative to expensive expert evaluation, Image Aesthetic Assessment (IAA) stands out as a crucial task in computer vision. However, traditional IAA methods are typically constrained to a single data source or task, restricting the universality and broader application. In this work, to better align with human aesthetics, we propose a Unified Multi-modal Image Aesthetic Assessment (UNIAA) framework, including a Multi-modal Large Language Model (MLLM) named UNIAA-LLaVA and a comprehensive benchmark named UNIAA-Bench. We choose MLLMs with both visual perception and language ability for IAA and establish a low-cost paradigm for transforming the existing datasets into unified and high-quality visual instruction tuning data, from which the UNIAA-LLaVA is trained. To further evaluate the IAA capability of MLLMs, we construct the UNIAA-Bench, which consists of three aesthetic levels: Perception, Description, and Assessment. Extensive experiments validate the effectiveness and rationality of UNIAA. UNIAA-LLaVA achieves competitive performance on all levels of UNIAA-Bench, compared with existing MLLMs. Specifically, our model performs better than GPT-4V in aesthetic perception and even approaches the junior-level human. We find MLLMs have great potential in IAA, yet there remains plenty of room for further improvement. The UNIAA-LLaVA and UNIAA-Bench will be released.

cs.CV↗

A Reinforcement Learning Based Backfilling Strategy for HPC Batch Jobs

High Performance Computing (HPC) systems are used across a wide range of disciplines for both large and complex computations. HPC systems often receive many thousands of computational tasks at a time, colloquially referred to as jobs. These jobs must then be scheduled as optimally as possible so they can be completed within a reasonable timeframe. HPC scheduling systems often employ a technique called backfilling, wherein low-priority jobs are scheduled earlier to use the available resources that are waiting for the pending high-priority jobs. To make it work, backfilling largely relies on job runtime to calculate the start time of the ready-to-schedule jobs and avoid delaying them. It is a common belief that better estimations of job runtime will lead to better backfilling and more effective scheduling. However, our experiments show a different conclusion: there is a missing trade-off between prediction accuracy and backfilling opportunities. To learn how to achieve the best trade-off, we believe reinforcement learning (RL) can be effectively leveraged. Reinforcement Learning relies on an agent which makes decisions from observing the environment, and gains rewards or punishments based on the quality of its decision-making. Based on this idea, we designed RLBackfilling, a reinforcement learning-based backfilling algorithm. We show how RLBackfilling can learn effective backfilling strategies via trial-and-error on existing job traces. Our evaluation results show up to 59% better scheduling performance (based on average bounded job slowdown) compared to EASY backfilling using user-provided job runtime and 30% better performance compared with EASY using the ideal predicted job runtime (the actual job runtime).

cs.DC↗

End-to-end training of Multimodal Model and ranking Model

Traditional recommender systems heavily rely on ID features, which often encounter challenges related to cold-start and generalization. Modeling pre-extracted content features can mitigate these issues, but is still a suboptimal solution due to the discrepancies between training tasks and model parameters. End-to-end training presents a promising solution for these problems, yet most of the existing works mainly focus on retrieval models, leaving the multimodal techniques under-utilized. In this paper, we propose an industrial multimodal recommendation framework named EM3: End-to-end training of Multimodal Model and ranking Model, which sufficiently utilizes multimodal information and allows personalized ranking tasks to directly train the core modules in the multimodal model to obtain more task-oriented content features, without overburdening resource consumption. First, we propose Fusion-Q-Former, which consists of transformers and a set of trainable queries, to fuse different modalities and generate fixed-length and robust multimodal embeddings. Second, in our sequential modeling for user content interest, we utilize Low-Rank Adaptation technique to alleviate the conflict between huge resource consumption and long sequence length. Third, we propose a novel Content-ID-Contrastive learning task to complement the advantages of content and ID by aligning them with each other, obtaining more task-oriented content embeddings and more generalized ID embeddings. In experiments, we implement EM3 on different ranking models in two scenario, achieving significant improvements in both offline evaluation and online A/B test, verifying the generalizability of our method. Ablation studies and visualization are also performed. Furthermore, we also conduct experiments on two public datasets to show that our proposed method outperforms the state-of-the-art methods.

cs.IR↗

DialogBench: Evaluating LLMs as Human-like Dialogue Systems

Large language models (LLMs) have achieved remarkable breakthroughs in new dialogue capabilities by leveraging instruction tuning, which refreshes human impressions of dialogue systems. The long-standing goal of dialogue systems is to be human-like enough to establish long-term connections with users. Therefore, there has been an urgent need to evaluate LLMs as human-like dialogue systems. In this paper, we propose DialogBench, a dialogue evaluation benchmark that contains 12 dialogue tasks to probe the capabilities of LLMs as human-like dialogue systems should have. Specifically, we prompt GPT-4 to generate evaluation instances for each task. We first design the basic prompt based on widely used design principles and further mitigate the existing biases to generate higher-quality evaluation instances. Our extensive tests on English and Chinese DialogBench of 26 LLMs show that instruction tuning improves the human likeness of LLMs to a certain extent, but most LLMs still have much room for improvement as human-like dialogue systems. Interestingly, results also show that the positioning of assistant AI can make instruction tuning weaken the human emotional perception of LLMs and their mastery of information about human daily life.

cs.CL↗

Unified Language-Vision Pretraining in LLM with Dynamic Discrete Visual Tokenization

Recently, the remarkable advance of the Large Language Model (LLM) has inspired researchers to transfer its extraordinary reasoning capability to both vision and language data. However, the prevailing approaches primarily regard the visual input as a prompt and focus exclusively on optimizing the text generation process conditioned upon vision content by a frozen LLM. Such an inequitable treatment of vision and language heavily constrains the model's potential. In this paper, we break through this limitation by representing both vision and language in a unified form. Specifically, we introduce a well-designed visual tokenizer to translate the non-linguistic image into a sequence of discrete tokens like a foreign language that LLM can read. The resulting visual tokens encompass high-level semantics worthy of a word and also support dynamic sequence length varying from the image. Coped with this tokenizer, the presented foundation model called LaVIT can handle both image and text indiscriminately under the same generative learning paradigm. This unification empowers LaVIT to serve as an impressive generalist interface to understand and generate multi-modal content simultaneously. Extensive experiments further showcase that it outperforms the existing models by a large margin on massive vision-language tasks. Our code and models are available at https://github.com/jy0205/LaVIT.

cs.CV↗

DouRN: Improving DouZero by Residual Neural Networks

Deep reinforcement learning has made significant progress in games with imperfect information, but its performance in the card game Doudizhu (Chinese Poker/Fight the Landlord) remains unsatisfactory. Doudizhu is different from conventional games as it involves three players and combines elements of cooperation and confrontation, resulting in a large state and action space. In 2021, a Doudizhu program called DouZero\cite{zha2021douzero} surpassed previous models without prior knowledge by utilizing traditional Monte Carlo methods and multilayer perceptrons. Building on this work, our study incorporates residual networks into the model, explores different architectural designs, and conducts multi-role testing. Our findings demonstrate that this model significantly improves the winning rate within the same training time. Additionally, we introduce a call scoring system to assist the agent in deciding whether to become a landlord. With these enhancements, our model consistently outperforms the existing version of DouZero and even experienced human players. \footnote{The source code is available at \url{https://github.com/Yingchaol/Douzero_Resnet.git.}

cs.AI↗

DragAnything: Motion Control for Anything using Entity Representation

We introduce DragAnything, which utilizes a entity representation to achieve motion control for any object in controllable video generation. Comparison to existing motion control methods, DragAnything offers several advantages. Firstly, trajectory-based is more userfriendly for interaction, when acquiring other guidance signals (e.g., masks, depth maps) is labor-intensive. Users only need to draw a line (trajectory) during interaction. Secondly, our entity representation serves as an open-domain embedding capable of representing any object, enabling the control of motion for diverse entities, including background. Lastly, our entity representation allows simultaneous and distinct motion control for multiple objects. Extensive experiments demonstrate that our DragAnything achieves state-of-the-art performance for FVD, FID, and User Study, particularly in terms of object motion control, where our method surpasses the previous methods (e.g., DragNUWA) by 26% in human voting.

cs.CV↗

DDPS: Dynamic Differential Pricing-based Edge Offloading System with Energy Harvesting Devices

Mobile edge computing (MEC) paves the way to alleviate the burden of energy and computation of mobile users (MUs) by offloading tasks to the network edge. To enhance the MEC server utilization by optimizing its resource allocation, a well-designed pricing strategy is indispensable. In this paper, we consider the edge offloading scenario with energy harvesting devices, and propose a dynamic differential pricing system (DDPS), which determines the price per unit time according to the usage of computing resources to improve the edge server utilization. Firstly, we propose an offloading decision algorithm to decide whether to conduct the offloading operation and how much data to be offloaded if conducted, the algorithm determines offloading operation by balancing the energy harvested with the energy consumed. Secondly, for the offloading case, we formulate the game between the MUs and the server as a Stackelberg game, and propose a differential pricing algorithm to determine the optimal computing resources required by MUs. Furthermore, the proposed algorithm also reallocates computing resources for delay-sensitive devices while server resources are surplus after the initial allocation, aiming to make full use of the server computing resources. Extensive simulations are conducted to demonstrate the effectiveness of the proposed DDPS scheme.

cs.GT↗