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Jesse Thomason

Publications and source records attributed to Jesse Thomason.

At least 55 records · Page 3Linked to original sources

PSALM-V: Automating Symbolic Planning in Interactive Visual Environments with Large Language Models

We propose PSALM-V, the first autonomous neuro-symbolic learning system able to induce symbolic action semantics (i.e., pre- and post-conditions) in visual environments through interaction. PSALM-V bootstraps reliable symbolic planning without expert action definitions, using LLMs to generate heuristic plans and candidate symbolic semantics. Previous work has explored using large language models to generate action semantics for Planning Domain Definition Language (PDDL)-based symbolic planners. However, these approaches have primarily focused on text-based domains or relied on unrealistic assumptions, such as access to a predefined problem file, full observability, or explicit error messages. By contrast, PSALM-V dynamically infers PDDL problem files and domain action semantics by analyzing execution outcomes and synthesizing possible error explanations. The system iteratively generates and executes plans while maintaining a tree-structured belief over possible action semantics for each action, iteratively refining these beliefs until a goal state is reached. Simulated experiments of task completion in ALFRED demonstrate that PSALM-V increases the plan success rate from 37% (Claude-3.7) to 74% in partially observed setups. Results on two 2D game environments, RTFM and Overcooked-AI, show that PSALM-V improves step efficiency and succeeds in domain induction in multi-agent settings. PSALM-V correctly induces PDDL pre- and post-conditions for real-world robot BlocksWorld tasks, despite low-level manipulation failures from the robot.

cs.RO↗

From Calibration to Collaboration: LLM Uncertainty Quantification Should Be More Human-Centered

Large Language Models (LLMs) are increasingly assisting users in the real world, yet their reliability remains a concern. Uncertainty quantification (UQ) has been heralded as a tool to enhance human-LLM collaboration by enabling users to know when to trust LLM predictions. We argue that current practices for uncertainty quantification in LLMs are not optimal for developing useful UQ for human users making decisions in real-world tasks. Through an analysis of 40 LLM UQ methods, we identify three prevalent practices hindering the community's progress toward its goal of benefiting downstream users: 1) evaluating on benchmarks with low ecological validity; 2) considering only epistemic uncertainty; and 3) optimizing metrics that are not necessarily indicative of downstream utility. For each issue, we propose concrete user-centric practices and research directions that LLM UQ researchers should consider. Instead of hill-climbing on unrepresentative tasks using imperfect metrics, we argue that the community should adopt a more human-centered approach to LLM uncertainty quantification.

cs.CL↗

TNG-CLIP:Training-Time Negation Data Generation for Negation Awareness of CLIP

Vision-language models (VLMs), such as CLIP, have demonstrated strong performance across a range of downstream tasks. However, CLIP is still limited in negation understanding: the ability to recognize the absence or exclusion of a concept. Existing methods address the problem by using a large language model (LLM) to generate large-scale data of image captions containing negation for further fine-tuning CLIP. However, these methods are both time- and compute-intensive, and their evaluations are typically restricted to image-text matching tasks. To expand the horizon, we (1) introduce a training-time negation data generation pipeline such that negation captions are generated during the training stage, which only increases 2.5% extra training time, and (2) we propose the first benchmark, Neg-TtoI, for evaluating text-to-image generation models on prompts containing negation, assessing model's ability to produce semantically accurate images. We show that our proposed method, TNG-CLIP, achieves SOTA performance on diverse negation benchmarks of image-to-text matching, text-to-image retrieval, and image generation.

cs.CV↗

Multi-modal Synthetic Data Training and Model Collapse: Insights from VLMs and Diffusion Models

Recent research has highlighted the risk of generative model collapse, where performance progressively degrades when continually trained on self-generated data. However, existing exploration on model collapse is limited to single, unimodal models, limiting our understanding in more realistic scenarios, such as diverse multi-modal AI agents interacting autonomously through synthetic data and continually evolving. We expand the synthetic data training and model collapse study to multi-modal vision-language generative systems, such as vision-language models (VLMs) and text-to-image diffusion models, as well as recursive generate-train loops with multiple models. We find that model collapse, previously observed in single-modality generative models, exhibits distinct characteristics in the multi-modal context, such as improved vision-language alignment and increased variance in VLM image-captioning task. Additionally, we find that general approaches such as increased decoding budgets, greater model diversity, and relabeling with frozen models can effectively mitigate model collapse. Our findings provide initial insights and practical guidelines for reducing the risk of model collapse in self-improving multi-agent AI systems and curating robust multi-modal synthetic datasets.

cs.LG↗

TwoStep: Multi-agent Task Planning using Classical Planners and Large Language Models

Classical planning formulations like the Planning Domain Definition Language (PDDL) admit action sequences guaranteed to achieve a goal state given an initial state if any are possible. However, reasoning problems defined in PDDL do not capture temporal aspects of action taking, such as concurrent actions between two agents when there are no conflicting conditions, without significant modification and definition to existing PDDL domains. A human expert aware of such constraints can decompose a goal into subgoals, each reachable through single agent planning, to take advantage of simultaneous actions. In contrast to classical planning, large language models (LLMs) directly used for inferring plan steps rarely guarantee execution success, but are capable of leveraging commonsense reasoning to assemble action sequences. We combine the strengths of both classical planning and LLMs by approximating human intuitions for multi-agent planning goal decomposition. We demonstrate that LLM-based goal decomposition leads to faster planning times than solving multi-agent PDDL problems directly while simultaneously achieving fewer plan execution steps than a single agent plan alone, as well as most multiagent plans, while guaranteeing execution success. Additionally, we find that LLM-based approximations of subgoals result in similar multi-agent execution lengths to those specified by human experts. Website and resources at https://glamor-usc.github.io/twostep

cs.AI↗

Efficient Evaluation of Multi-Task Robot Policies With Active Experiment Selection

Evaluating learned robot control policies to determine their physical task-level capabilities costs experimenter time and effort. The growing number of policies and tasks exacerbates this issue. It is impractical to test every policy on every task multiple times; each trial requires a manual environment reset, and each task change involves re-arranging objects or even changing robots. Naively selecting a random subset of tasks and policies to evaluate is a high-cost solution with unreliable, incomplete results. In this work, we formulate robot evaluation as an active testing problem. We propose to model the distribution of robot performance across all tasks and policies as we sequentially execute experiments. Tasks often share similarities that can reveal potential relationships in policy behavior, and we show that natural language is a useful prior in modeling these relationships between tasks. We then leverage this formulation to reduce the experimenter effort by using a cost-aware expected information gain heuristic to efficiently select informative trials. Our framework accommodates both continuous and discrete performance outcomes. We conduct experiments on existing evaluation data from real robots and simulations. By prioritizing informative trials, our framework reduces the cost of calculating evaluation metrics for robot policies across many tasks.

cs.RO↗

M3PT: A Transformer for Multimodal, Multi-Party Social Signal Prediction with Person-aware Blockwise Attention

Understanding social signals in multi-party conversations is important for human-robot interaction and artificial social intelligence. Social signals include body pose, head pose, speech, and context-specific activities like acquiring and taking bites of food when dining. Past work in multi-party interaction tends to build task-specific models for predicting social signals. In this work, we address the challenge of predicting multimodal social signals in multi-party settings in a single model. We introduce M3PT, a causal transformer architecture with modality and temporal blockwise attention masking to simultaneously process multiple social cues across multiple participants and their temporal interactions. We train and evaluate M3PT on the Human-Human Commensality Dataset (HHCD), and demonstrate that using multiple modalities improves bite timing and speaking status prediction. Source code: https://github.com/AbrarAnwar/masked-social-signals/.

cs.LG↗

Better Slow than Sorry: Introducing Positive Friction for Reliable Dialogue Systems

While theories of discourse and cognitive science have long recognized the value of unhurried pacing, recent dialogue research tends to minimize friction in conversational systems. Yet, frictionless dialogue risks fostering uncritical reliance on AI outputs, which can obscure implicit assumptions and lead to unintended consequences. To meet this challenge, we propose integrating positive friction into conversational AI, which promotes user reflection on goals, critical thinking on system response, and subsequent re-conditioning of AI systems. We hypothesize systems can improve goal alignment, modeling of user mental states, and task success by deliberately slowing down conversations in strategic moments to ask questions, reveal assumptions, or pause. We present an ontology of positive friction and collect expert human annotations on multi-domain and embodied goal-oriented corpora. Experiments on these corpora, along with simulated interactions using state-of-the-art systems, suggest incorporating friction not only fosters accountable decision-making, but also enhances machine understanding of user beliefs and goals, and increases task success rates.

cs.CL↗

Evaluating Creativity and Deception in Large Language Models: A Simulation Framework for Multi-Agent Balderdash

Large Language Models (LLMs) have shown impressive capabilities in complex tasks and interactive environments, yet their creativity remains underexplored. This paper introduces a simulation framework utilizing the game Balderdash to evaluate both the creativity and logical reasoning of LLMs. In Balderdash, players generate fictitious definitions for obscure terms to deceive others while identifying correct definitions. Our framework enables multiple LLM agents to participate in this game, assessing their ability to produce plausible definitions and strategize based on game rules and history. We implemented a centralized game engine featuring various LLMs as participants and a judge LLM to evaluate semantic equivalence. Through a series of experiments, we analyzed the performance of different LLMs, examining metrics such as True Definition Ratio, Deception Ratio, and Correct Guess Ratio. The results provide insights into the creative and deceptive capabilities of LLMs, highlighting their strengths and areas for improvement. Specifically, the study reveals that infrequent vocabulary in LLMs' input leads to poor reasoning on game rules and historical context (https://github.com/ParsaHejabi/Simulation-Framework-for-Multi-Agent-Balderdash).

cs.MA↗

Language Models can Infer Action Semantics for Symbolic Planners from Environment Feedback

Symbolic planners can discover a sequence of actions from initial to goal states given expert-defined, domain-specific logical action semantics. Large Language Models (LLMs) can directly generate such sequences, but limitations in reasoning and state-tracking often result in plans that are insufficient or unexecutable. We propose Predicting Semantics of Actions with Language Models (PSALM), which automatically learns action semantics by leveraging the strengths of both symbolic planners and LLMs. PSALM repeatedly proposes and executes plans, using the LLM to partially generate plans and to infer domain-specific action semantics based on execution outcomes. PSALM maintains a belief over possible action semantics that is iteratively updated until a goal state is reached. Experiments on 7 environments show that when learning just from one goal, PSALM boosts plan success rate from 36.4% (on Claude-3.5) to 100%, and explores the environment more efficiently than prior work to infer ground truth domain action semantics.

cs.AI↗

The American Sign Language Knowledge Graph: Infusing ASL Models with Linguistic Knowledge

Language models for American Sign Language (ASL) could make language technologies substantially more accessible to those who sign. To train models on tasks such as isolated sign recognition (ISR) and ASL-to-English translation, datasets provide annotated video examples of ASL signs. To facilitate the generalizability and explainability of these models, we introduce the American Sign Language Knowledge Graph (ASLKG), compiled from twelve sources of expert linguistic knowledge. We use the ASLKG to train neuro-symbolic models for 3 ASL understanding tasks, achieving accuracies of 91% on ISR, 14% for predicting the semantic features of unseen signs, and 36% for classifying the topic of Youtube-ASL videos.

cs.CL↗

Contrast Sets for Evaluating Language-Guided Robot Policies

Robot evaluations in language-guided, real world settings are time-consuming and often sample only a small space of potential instructions across complex scenes. In this work, we introduce contrast sets for robotics as an approach to make small, but specific, perturbations to otherwise independent, identically distributed (i.i.d.) test instances. We investigate the relationship between experimenter effort to carry out an evaluation and the resulting estimated test performance as well as the insights that can be drawn from performance on perturbed instances. We use the relative performance change of different contrast set perturbations to characterize policies at reduced experimenter effort in both a simulated manipulation task and a physical robot vision-and-language navigation task. We encourage the use of contrast set evaluations as a more informative alternative to small scale, i.i.d. demonstrations on physical robots, and as a scalable alternative to industry-scale real world evaluations.

cs.RO↗

ViSaRL: Visual Reinforcement Learning Guided by Human Saliency

Training robots to perform complex control tasks from high-dimensional pixel input using reinforcement learning (RL) is sample-inefficient, because image observations are comprised primarily of task-irrelevant information. By contrast, humans are able to visually attend to task-relevant objects and areas. Based on this insight, we introduce Visual Saliency-Guided Reinforcement Learning (ViSaRL). Using ViSaRL to learn visual representations significantly improves the success rate, sample efficiency, and generalization of an RL agent on diverse tasks including DeepMind Control benchmark, robot manipulation in simulation and on a real robot. We present approaches for incorporating saliency into both CNN and Transformer-based encoders. We show that visual representations learned using ViSaRL are robust to various sources of visual perturbations including perceptual noise and scene variations. ViSaRL nearly doubles success rate on the real-robot tasks compared to the baseline which does not use saliency.

cs.RO↗

When Parts Are Greater Than Sums: Individual LLM Components Can Outperform Full Models

This paper studies in-context learning by decomposing the output of large language models into the individual contributions of attention heads and MLPs (components). We observe curious components: good-performing ones that individually do well on a classification task, even when the model performs poorly; bad-performing ones that do much worse than chance; and label-biased components that always predict the same label. We find that component accuracies are well-correlated across different demonstration sets and perturbations of prompt templates. Based on our findings, we propose component reweighting, which learns to linearly re-scale the component activations from a few labeled examples. Given 24 labeled examples, our method improves by an average of 6.0% accuracy points over 24-shot ICL across 8 tasks on Llama-2-7B. Overall, this paper both enriches our understanding of ICL and provides a practical method for improvement by examining model internals.

cs.CL↗

Generating Contextually-Relevant Navigation Instructions for Blind and Low Vision People

Navigating unfamiliar environments presents significant challenges for blind and low-vision (BLV) individuals. In this work, we construct a dataset of images and goals across different scenarios such as searching through kitchens or navigating outdoors. We then investigate how grounded instruction generation methods can provide contextually-relevant navigational guidance to users in these instances. Through a sighted user study, we demonstrate that large pretrained language models can produce correct and useful instructions perceived as beneficial for BLV users. We also conduct a survey and interview with 4 BLV users and observe useful insights on preferences for different instructions based on the scenario.

cs.CL↗

Selective "Selective Prediction": Reducing Unnecessary Abstention in Vision-Language Reasoning

Selective prediction minimizes incorrect predictions from vision-language models (VLMs) by allowing them to abstain from answering when uncertain. However, when deploying a vision-language system with low tolerance for inaccurate predictions, selective prediction may be over-cautious and abstain too frequently, even on many correct predictions. We introduce ReCoVERR, an inference-time algorithm to reduce the over-abstention of a selective vision-language system without increasing the error rate of the system's predictions. When the VLM makes a low-confidence prediction, instead of abstaining ReCoVERR tries to find relevant clues in the image that provide additional evidence for the prediction. ReCoVERR uses an LLM to pose related questions to the VLM, collects high-confidence evidences, and if enough evidence confirms the prediction the system makes a prediction instead of abstaining. ReCoVERR enables three VLMs (BLIP2, InstructBLIP, and LLaVA-1.5) to answer up to 20% more questions on the VQAv2 and A-OKVQA tasks without decreasing system accuracy, thus improving overall system reliability. Our code is available at https://github.com/tejas1995/ReCoVERR.

cs.CL↗

THE COLOSSEUM: A Benchmark for Evaluating Generalization for Robotic Manipulation

To realize effective large-scale, real-world robotic applications, we must evaluate how well our robot policies adapt to changes in environmental conditions. Unfortunately, a majority of studies evaluate robot performance in environments closely resembling or even identical to the training setup. We present THE COLOSSEUM, a novel simulation benchmark, with 20 diverse manipulation tasks, that enables systematical evaluation of models across 14 axes of environmental perturbations. These perturbations include changes in color, texture, and size of objects, table-tops, and backgrounds; we also vary lighting, distractors, physical properties perturbations and camera pose. Using THE COLOSSEUM, we compare 5 state-of-the-art manipulation models to reveal that their success rate degrades between 30-50% across these perturbation factors. When multiple perturbations are applied in unison, the success rate degrades $\geq$75%. We identify that changing the number of distractor objects, target object color, or lighting conditions are the perturbations that reduce model performance the most. To verify the ecological validity of our results, we show that our results in simulation are correlated ($\bar{R}^2 = 0.614$) to similar perturbations in real-world experiments. We open source code for others to use THE COLOSSEUM, and also release code to 3D print the objects used to replicate the real-world perturbations. Ultimately, we hope that THE COLOSSEUM will serve as a benchmark to identify modeling decisions that systematically improve generalization for manipulation. See https://robot-colosseum.github.io/ for more details.

cs.RO↗

Which One? Leveraging Context Between Objects and Multiple Views for Language Grounding

When connecting objects and their language referents in an embodied 3D environment, it is important to note that: (1) an object can be better characterized by leveraging comparative information between itself and other objects, and (2) an object's appearance can vary with camera position. As such, we present the Multi-view Approach to Grounding in Context (MAGiC), which selects an object referent based on language that distinguishes between two similar objects. By pragmatically reasoning over both objects and across multiple views of those objects, MAGiC improves over the state-of-the-art model on the SNARE object reference task with a relative error reduction of 12.9\% (representing an absolute improvement of 2.7\%). Ablation studies show that reasoning jointly over object referent candidates and multiple views of each object both contribute to improved accuracy. Code: https://github.com/rcorona/magic_snare/

cs.CL↗