SearcharxivSearch

arXiv subjects

Forrest Huang

Publications and source records attributed to Forrest Huang.

11 recordsLinked to original sources

Ferret-UI Lite: Lessons from Building Small On-Device GUI Agents

Developing autonomous agents that effectively interact with Graphic User Interfaces (GUIs) remains a challenging open problem, especially for small on-device models. In this paper, we present Ferret-UI Lite, a compact, end-to-end GUI agent that operates across diverse platforms, including mobile, web, and desktop. Utilizing techniques optimized for developing small models, we build our 3B Ferret-UI Lite agent through curating a diverse GUI data mixture from real and synthetic sources, strengthening inference-time performance through chain-of-thought reasoning and visual tool-use, and reinforcement learning with designed rewards. Ferret-UI Lite achieves competitive performance with other small-scale GUI agents. In GUI grounding, Ferret-UI Lite attains scores of $91.6\%$, $53.3\%$, and $61.2\%$ on the ScreenSpot-V2, ScreenSpot-Pro, and OSWorld-G benchmarks, respectively. For GUI navigation, Ferret-UI Lite achieves success rates of $28.0\%$ on AndroidWorld and $19.8\%$ on OSWorld. We share our methods and lessons learned from developing compact, on-device GUI agents.

cs.CV

MM1.5: Methods, Analysis & Insights from Multimodal LLM Fine-tuning

We present MM1.5, a new family of multimodal large language models (MLLMs) designed to enhance capabilities in text-rich image understanding, visual referring and grounding, and multi-image reasoning. Building upon the MM1 architecture, MM1.5 adopts a data-centric approach to model training, systematically exploring the impact of diverse data mixtures across the entire model training lifecycle. This includes high-quality OCR data and synthetic captions for continual pre-training, as well as an optimized visual instruction-tuning data mixture for supervised fine-tuning. Our models range from 1B to 30B parameters, encompassing both dense and mixture-of-experts (MoE) variants, and demonstrate that careful data curation and training strategies can yield strong performance even at small scales (1B and 3B). Additionally, we introduce two specialized variants: MM1.5-Video, designed for video understanding, and MM1.5-UI, tailored for mobile UI understanding. Through extensive empirical studies and ablations, we provide detailed insights into the training processes and decisions that inform our final designs, offering valuable guidance for future research in MLLM development.

cs.CV

CoLay: Controllable Layout Generation through Multi-conditional Latent Diffusion

Layout design generation has recently gained significant attention due to its potential applications in various fields, including UI, graphic, and floor plan design. However, existing models face two main challenges that limits their adoption in practice. Firstly, the limited expressiveness of individual condition types used in previous works restricts designers' ability to convey complex design intentions and constraints. Secondly, most existing models focus on generating labels and coordinates, while real layouts contain a range of style properties. To address these limitations, we propose a novel framework, CoLay, that integrates multiple condition types and generates complex layouts with diverse style properties. Our approach outperforms prior works in terms of generation quality and condition satisfaction while empowering users to express their design intents using a flexible combination of modalities, including natural language prompts, layout guidelines, element types, and partially completed designs.

cs.HC

Leveraging Human Revisions for Improving Text-to-Layout Models

Learning from human feedback has shown success in aligning large, pretrained models with human values. Prior works have mostly focused on learning from high-level labels, such as preferences between pairs of model outputs. On the other hand, many domains could benefit from more involved, detailed feedback, such as revisions, explanations, and reasoning of human users. Our work proposes using nuanced feedback through the form of human revisions for stronger alignment. In this paper, we ask expert designers to fix layouts generated from a generative layout model that is pretrained on a large-scale dataset of mobile screens. Then, we train a reward model based on how human designers revise these generated layouts. With the learned reward model, we optimize our model with reinforcement learning from human feedback (RLHF). Our method, Revision-Aware Reward Models ($\method$), allows a generative text-to-layout model to produce more modern, designer-aligned layouts, showing the potential for utilizing human revisions and stronger forms of feedback in improving generative models.

cs.CL

Automatic Macro Mining from Interaction Traces at Scale

Macros are building block tasks of our everyday smartphone activity (e.g., "login", or "booking a flight"). Effectively extracting macros is important for understanding mobile interaction and enabling task automation. These macros are however difficult to extract at scale as they can be comprised of multiple steps yet hidden within programmatic components of mobile apps. In this paper, we introduce a novel approach based on Large Language Models (LLMs) to automatically extract semantically meaningful macros from both random and user-curated mobile interaction traces. The macros produced by our approach are automatically tagged with natural language descriptions and are fully executable. We conduct multiple studies to validate the quality of extracted macros, including user evaluation, comparative analysis against human-curated tasks, and automatic execution of these macros. These experiments and analyses show the effectiveness of our approach and the usefulness of extracted macros in various downstream applications.

cs.HC

PLay: Parametrically Conditioned Layout Generation using Latent Diffusion

Layout design is an important task in various design fields, including user interface, document, and graphic design. As this task requires tedious manual effort by designers, prior works have attempted to automate this process using generative models, but commonly fell short of providing intuitive user controls and achieving design objectives. In this paper, we build a conditional latent diffusion model, PLay, that generates parametrically conditioned layouts in vector graphic space from user-specified guidelines, which are commonly used by designers for representing their design intents in current practices. Our method outperforms prior works across three datasets on metrics including FID and FD-VG, and in user study. Moreover, it brings a novel and interactive experience to professional layout design processes.

cs.LG

Visual Intelligence through Human Interaction

Over the last decade, Computer Vision, the branch of Artificial Intelligence aimed at understanding the visual world, has evolved from simply recognizing objects in images to describing pictures, answering questions about images, aiding robots maneuver around physical spaces and even generating novel visual content. As these tasks and applications have modernized, so too has the reliance on more data, either for model training or for evaluation. In this chapter, we demonstrate that novel interaction strategies can enable new forms of data collection and evaluation for Computer Vision. First, we present a crowdsourcing interface for speeding up paid data collection by an order of magnitude, feeding the data-hungry nature of modern vision models. Second, we explore a method to increase volunteer contributions using automated social interventions. Third, we develop a system to ensure human evaluation of generative vision models are reliable, affordable and grounded in psychophysics theory. We conclude with future opportunities for Human-Computer Interaction to aid Computer Vision.

cs.CV

Creating User Interface Mock-ups from High-Level Text Descriptions with Deep-Learning Models

The design process of user interfaces (UIs) often begins with articulating high-level design goals. Translating these high-level design goals into concrete design mock-ups, however, requires extensive effort and UI design expertise. To facilitate this process for app designers and developers, we introduce three deep-learning techniques to create low-fidelity UI mock-ups from a natural language phrase that describes the high-level design goal (e.g. "pop up displaying an image and other options"). In particular, we contribute two retrieval-based methods and one generative method, as well as pre-processing and post-processing techniques to ensure the quality of the created UI mock-ups. We quantitatively and qualitatively compare and contrast each method's ability in suggesting coherent, diverse and relevant UI design mock-ups. We further evaluate these methods with 15 professional UI designers and practitioners to understand each method's advantages and disadvantages. The designers responded positively to the potential of these methods for assisting the design process.

cs.HC

Scones: Towards Conversational Authoring of Sketches

Iteratively refining and critiquing sketches are crucial steps to developing effective designs. We introduce Scones, a mixed-initiative, machine-learning-driven system that enables users to iteratively author sketches from text instructions. Scones is a novel deep-learning-based system that iteratively generates scenes of sketched objects composed with semantic specifications from natural language. Scones exceeds state-of-the-art performance on a text-based scene modification task, and introduces a mask-conditioned sketching model that can generate sketches with poses specified by high-level scene information. In an exploratory user evaluation of Scones, participants reported enjoying an iterative drawing task with Scones, and suggested additional features for further applications. We believe Scones is an early step towards automated, intelligent systems that support human-in-the-loop applications for communicating ideas through sketching in art and design.

cs.HC

Sketchforme: Composing Sketched Scenes from Text Descriptions for Interactive Applications

Sketching and natural languages are effective communication media for interactive applications. We introduce Sketchforme, the first neural-network-based system that can generate sketches based on text descriptions specified by users. Sketchforme is capable of gaining high-level and low-level understanding of multi-object sketched scenes without being trained on sketched scene datasets annotated with text descriptions. The sketches composed by Sketchforme are expressive and realistic: we show in our user study that these sketches convey descriptions better than human-generated sketches in multiple cases, and 36.5% of those sketches are considered to be human-generated. We develop multiple interactive applications using these generated sketches, and show that Sketchforme can significantly improve language learning applications and support intelligent language-based sketching assistants.

cs.HC

t-SNE-CUDA: GPU-Accelerated t-SNE and its Applications to Modern Data

Modern datasets and models are notoriously difficult to explore and analyze due to their inherent high dimensionality and massive numbers of samples. Existing visualization methods which employ dimensionality reduction to two or three dimensions are often inefficient and/or ineffective for these datasets. This paper introduces t-SNE-CUDA, a GPU-accelerated implementation of t-distributed Symmetric Neighbor Embedding (t-SNE) for visualizing datasets and models. t-SNE-CUDA significantly outperforms current implementations with 50-700x speedups on the CIFAR-10 and MNIST datasets. These speedups enable, for the first time, visualization of the neural network activations on the entire ImageNet dataset - a feat that was previously computationally intractable. We also demonstrate visualization performance in the NLP domain by visualizing the GloVe embedding vectors. From these visualizations, we can draw interesting conclusions about using the L2 metric in these embedding spaces. t-SNE-CUDA is publicly available athttps://github.com/CannyLab/tsne-cuda

cs.LG