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Joyce Chai

Publications and source records attributed to Joyce Chai.

At least 37 records · Page 2Linked to original sources

Position: Towards Bidirectional Human-AI Alignment

Recent advances in general-purpose AI underscore the urgent need to align AI systems with human goals and values. Yet, the lack of a clear, shared understanding of what constitutes "alignment" limits meaningful progress and cross-disciplinary collaboration. In this position paper, we argue that the research community should explicitly define and critically reflect on "alignment" to account for the bidirectional and dynamic relationship between humans and AI. Through a systematic review of over 400 papers spanning HCI, NLP, ML, and more, we examine how alignment is currently defined and operationalized. Building on this analysis, we introduce the Bidirectional Human-AI Alignment framework, which not only incorporates traditional efforts to align AI with human values but also introduces the critical, underexplored dimension of aligning humans with AI -- supporting cognitive, behavioral, and societal adaptation to rapidly advancing AI technologies. Our findings reveal significant gaps in current literature, especially in long-term interaction design, human value modeling, and mutual understanding. We conclude with three central challenges and actionable recommendations to guide future research toward more nuanced, reciprocal, and human-AI alignment approaches.

cs.HC↗

Benchmarking and Improving LLM Robustness for Personalized Generation

Recent years have witnessed a growing interest in personalizing the responses of large language models (LLMs). While existing evaluations primarily focus on whether a response aligns with a user's preferences, we argue that factuality is an equally important yet often overlooked dimension. In the context of personalization, we define a model as robust if its responses are both factually accurate and align with the user preferences. To assess this, we introduce PERG, a scalable framework for evaluating robustness in LLMs, along with a new dataset, PERGData. We evaluate fourteen models from five different model families using different prompting methods. Our findings show that current LLMs struggle with robust personalization: even the strongest models (GPT-4.1, LLaMA3-70B) fail to maintain correctness in 5% of previously successful cases without personalization, while smaller models (e.g., 7B-scale) can fail more than 20% of the time. Further analysis reveals that robustness is significantly affected by the nature of the query and the type of user preference. To mitigate these failures, we propose Pref-Aligner, a two-stage approach that improves robustness by an average of 25% across models. Our work highlights critical gaps in current evaluation practices and introduces tools and metrics to support more reliable, user-aligned LLM deployments.

cs.CL↗

AimBot: A Simple Auxiliary Visual Cue to Enhance Spatial Awareness of Visuomotor Policies

In this paper, we propose AimBot, a lightweight visual augmentation technique that provides explicit spatial cues to improve visuomotor policy learning in robotic manipulation. AimBot overlays shooting lines and scope reticles onto multi-view RGB images, offering auxiliary visual guidance that encodes the end-effector's state. The overlays are computed from depth images, camera extrinsics, and the current end-effector pose, explicitly conveying spatial relationships between the gripper and objects in the scene. AimBot incurs minimal computational overhead (less than 1 ms) and requires no changes to model architectures, as it simply replaces original RGB images with augmented counterparts. Despite its simplicity, our results show that AimBot consistently improves the performance of various visuomotor policies in both simulation and real-world settings, highlighting the benefits of spatially grounded visual feedback.

cs.RO↗

Vision-Language Models Are Not Pragmatically Competent in Referring Expression Generation

Referring Expression Generation (REG) is a core task for evaluating the pragmatic competence of vision-language systems, requiring not only accurate semantic grounding but also adherence to principles of cooperative communication (Grice, 1975). However, current evaluations of vision-language models (VLMs) often overlook the pragmatic dimension, reducing REG to a region-based captioning task and neglecting Gricean maxims. In this work, we revisit REG from a pragmatic perspective, introducing a new dataset (RefOI) of 1.5k images annotated with both written and spoken referring expressions. Through a systematic evaluation of state-of-the-art VLMs, we identify three key failures of pragmatic competence: (1) failure to uniquely identify the referent, (2) inclusion of excessive or irrelevant information, and (3) misalignment with human pragmatic preference, such as the underuse of minimal spatial cues. We also show that standard automatic evaluations fail to capture these pragmatic violations, reinforcing superficial cues rather than genuine referential success. Our findings call for a renewed focus on pragmatically informed models and evaluation frameworks that align with real human communication.

cs.CL↗

4D-LRM: Large Space-Time Reconstruction Model From and To Any View at Any Time

Can we scale 4D pretraining to learn general space-time representations that reconstruct an object from a few views at some times to any view at any time? We provide an affirmative answer with 4D-LRM, the first large-scale 4D reconstruction model that takes input from unconstrained views and timestamps and renders arbitrary novel view-time combinations. Unlike prior 4D approaches, e.g., optimization-based, geometry-based, or generative, that struggle with efficiency, generalization, or faithfulness, 4D-LRM learns a unified space-time representation and directly predicts per-pixel 4D Gaussian primitives from posed image tokens across time, enabling fast, high-quality rendering at, in principle, infinite frame rate. Our results demonstrate that scaling spatiotemporal pretraining enables accurate and efficient 4D reconstruction. We show that 4D-LRM generalizes to novel objects, interpolates across time, and handles diverse camera setups. It reconstructs 24-frame sequences in one forward pass with less than 1.5 seconds on a single A100 GPU.

cs.CV↗

Proactive Assistant Dialogue Generation from Streaming Egocentric Videos

Recent advances in conversational AI have been substantial, but developing real-time systems for perceptual task guidance remains challenging. These systems must provide interactive, proactive assistance based on streaming visual inputs, yet their development is constrained by the costly and labor-intensive process of data collection and system evaluation. To address these limitations, we present a comprehensive framework with three key contributions. First, we introduce a novel data curation pipeline that synthesizes dialogues from annotated egocentric videos, resulting in \dataset, a large-scale synthetic dialogue dataset spanning multiple domains. Second, we develop a suite of automatic evaluation metrics, validated through extensive human studies. Third, we propose an end-to-end model that processes streaming video inputs to generate contextually appropriate responses, incorporating novel techniques for handling data imbalance and long-duration videos. This work lays the foundation for developing real-time, proactive AI assistants capable of guiding users through diverse tasks. Project page: https://pro-assist.github.io/

cs.AI↗

SAB3R: Semantic-Augmented Backbone in 3D Reconstruction

We introduce a new task, Map and Locate, which unifies the traditionally distinct objectives of open-vocabulary segmentation - detecting and segmenting object instances based on natural language queries - and 3D reconstruction, the process of estimating a scene's 3D structure from visual inputs. Specifically, Map and Locate involves generating a point cloud from an unposed video and segmenting object instances based on open-vocabulary queries. This task serves as a critical step toward real-world embodied AI applications and introduces a practical task that bridges reconstruction, recognition and reorganization. To tackle this task, we introduce a simple yet effective baseline, which we denote as SAB3R. Our approach builds upon MASt3R, a recent breakthrough in 3D computer vision, and incorporates a lightweight distillation strategy. This method transfers dense, per-pixel semantic features from 2D vision backbones (eg, CLIP and DINOv2) to enhance MASt3R's capabilities. Without introducing any auxiliary frozen networks, our model generates per-pixel semantic features and constructs cohesive point maps in a single forward pass. Compared to separately deploying MASt3R and CLIP, our unified model, SAB3R, achieves superior performance on the Map and Locate benchmark. Furthermore, we evaluate SAB3R on both 2D semantic segmentation and 3D tasks to comprehensively validate its effectiveness.

cs.CV↗

Training Turn-by-Turn Verifiers for Dialogue Tutoring Agents: The Curious Case of LLMs as Your Coding Tutors

Intelligent tutoring agents powered by large language models (LLMs) have been increasingly explored to deliver personalized knowledge in areas such as language learning and science education. However, their capabilities in guiding users to solve complex real-world tasks remain underexplored. To address this limitation, in this work, we focus on coding tutoring, a challenging problem that requires tutors to proactively guide students towards completing predefined coding tasks. We propose a novel agent workflow, Trace-and-Verify (TRAVER), which combines knowledge tracing to estimate a student's knowledge state and turn-by-turn verification to ensure effective guidance toward task completion. We introduce DICT, an automatic evaluation protocol that assesses tutor agents using controlled student simulation and code generation tests. Extensive experiments reveal the challenges of coding tutoring and demonstrate that TRAVER achieves a significantly higher success rate. Although we use code tutoring as an example in this paper, our approach can be extended beyond coding, providing valuable insights into advancing tutoring agents for human task learning.

cs.CL↗

Babysit A Language Model From Scratch: Interactive Language Learning by Trials and Demonstrations

Humans are efficient language learners and inherently social creatures. Our language development is largely shaped by our social interactions, for example, the demonstration and feedback from caregivers. Contrary to human language learning, recent advancements in large language models have primarily adopted a non-interactive training paradigm, and refined pre-trained models through feedback afterward. In this work, we explore how corrective feedback from interactions influences neural language acquisition from scratch through systematically controlled experiments, assessing whether it contributes to word learning efficiency in language models. We introduce a trial-and-demonstration (TnD) learning framework that incorporates three distinct components: student trials, teacher demonstrations, and a reward conditioned on language competence at various developmental stages. Our experiments reveal that the TnD approach accelerates word acquisition for student models of equal and smaller numbers of parameters, and we highlight the significance of both trials and demonstrations. We further show that the teacher's choices of words influence students' word-specific learning efficiency, and a practice-makes-perfect effect is evident by a strong correlation between the frequency of words in trials and their respective learning curves. Our findings suggest that interactive language learning, with teacher demonstrations and active trials, can facilitate efficient word learning in language models.

cs.CL↗

Do Vision-Language Models Represent Space and How? Evaluating Spatial Frame of Reference Under Ambiguities

Spatial expressions in situated communication can be ambiguous, as their meanings vary depending on the frames of reference (FoR) adopted by speakers and listeners. While spatial language understanding and reasoning by vision-language models (VLMs) have gained increasing attention, potential ambiguities in these models are still under-explored. To address this issue, we present the COnsistent Multilingual Frame Of Reference Test (COMFORT), an evaluation protocol to systematically assess the spatial reasoning capabilities of VLMs. We evaluate nine state-of-the-art VLMs using COMFORT. Despite showing some alignment with English conventions in resolving ambiguities, our experiments reveal significant shortcomings of VLMs: notably, the models (1) exhibit poor robustness and consistency, (2) lack the flexibility to accommodate multiple FoRs, and (3) fail to adhere to language-specific or culture-specific conventions in cross-lingual tests, as English tends to dominate other languages. With a growing effort to align vision-language models with human cognitive intuitions, we call for more attention to the ambiguous nature and cross-cultural diversity of spatial reasoning.

cs.CL↗

3D-GRAND: A Million-Scale Dataset for 3D-LLMs with Better Grounding and Less Hallucination

The integration of language and 3D perception is crucial for embodied agents and robots that comprehend and interact with the physical world. While large language models (LLMs) have demonstrated impressive language understanding and generation capabilities, their adaptation to 3D environments (3D-LLMs) remains in its early stages. A primary challenge is a lack of large-scale datasets with dense grounding between language and 3D scenes. We introduce 3D-GRAND, a pioneering large-scale dataset comprising 40,087 household scenes paired with 6.2 million densely-grounded scene-language instructions. Our results show that instruction tuning with 3D-GRAND significantly enhances grounding capabilities and reduces hallucinations in 3D-LLMs. As part of our contributions, we propose a comprehensive benchmark 3D-POPE to systematically evaluate hallucination in 3D-LLMs, enabling fair comparisons of models. Our experiments highlight a scaling effect between dataset size and 3D-LLM performance, emphasizing the importance of large-scale 3D-text datasets for embodied AI research. Our results demonstrate early signals for effective sim-to-real transfer, indicating that models trained on large synthetic data can perform well on real-world 3D scans. Through 3D-GRAND and 3D-POPE, we aim to equip the embodied AI community with resources and insights to lead to more reliable and better-grounded 3D-LLMs. Project website: https://3d-grand.github.io

cs.CV↗

Fast3R: Towards 3D Reconstruction of 1000+ Images in One Forward Pass

Multi-view 3D reconstruction remains a core challenge in computer vision, particularly in applications requiring accurate and scalable representations across diverse perspectives. Current leading methods such as DUSt3R employ a fundamentally pairwise approach, processing images in pairs and necessitating costly global alignment procedures to reconstruct from multiple views. In this work, we propose Fast 3D Reconstruction (Fast3R), a novel multi-view generalization to DUSt3R that achieves efficient and scalable 3D reconstruction by processing many views in parallel. Fast3R's Transformer-based architecture forwards N images in a single forward pass, bypassing the need for iterative alignment. Through extensive experiments on camera pose estimation and 3D reconstruction, Fast3R demonstrates state-of-the-art performance, with significant improvements in inference speed and reduced error accumulation. These results establish Fast3R as a robust alternative for multi-view applications, offering enhanced scalability without compromising reconstruction accuracy.

cs.CV↗

Vision-and-Language Navigation Today and Tomorrow: A Survey in the Era of Foundation Models

Vision-and-Language Navigation (VLN) has gained increasing attention over recent years and many approaches have emerged to advance their development. The remarkable achievements of foundation models have shaped the challenges and proposed methods for VLN research. In this survey, we provide a top-down review that adopts a principled framework for embodied planning and reasoning, and emphasizes the current methods and future opportunities leveraging foundation models to address VLN challenges. We hope our in-depth discussions could provide valuable resources and insights: on one hand, to milestone the progress and explore opportunities and potential roles for foundation models in this field, and on the other, to organize different challenges and solutions in VLN to foundation model researchers.

cs.CL↗

World-to-Words: Grounded Open Vocabulary Acquisition through Fast Mapping in Vision-Language Models

The ability to connect language units to their referents in the physical world, referred to as grounding, is crucial to learning and understanding grounded meanings of words. While humans demonstrate fast mapping in new word learning, it remains unclear whether modern vision-language models can truly represent language with their grounded meanings and how grounding may further bootstrap new word learning. To this end, we introduce Grounded Open Vocabulary Acquisition (GOVA) to examine grounding and bootstrapping in open-world language learning. As an initial attempt, we propose object-oriented BERT (OctoBERT), a novel visually-grounded language model by pre-training on image-text pairs highlighting grounding as an objective. Through extensive experiments and analysis, we demonstrate that OctoBERT is a more coherent and fast grounded word learner, and that the grounding ability acquired during pre-training helps the model to learn unseen words more rapidly and robustly. Our code is available at https://github.com/sled-group/world-to-words

cs.CL↗

Towards A Holistic Landscape of Situated Theory of Mind in Large Language Models

Large Language Models (LLMs) have generated considerable interest and debate regarding their potential emergence of Theory of Mind (ToM). Several recent inquiries reveal a lack of robust ToM in these models and pose a pressing demand to develop new benchmarks, as current ones primarily focus on different aspects of ToM and are prone to shortcuts and data leakage. In this position paper, we seek to answer two road-blocking questions: (1) How can we taxonomize a holistic landscape of machine ToM? (2) What is a more effective evaluation protocol for machine ToM? Following psychological studies, we taxonomize machine ToM into 7 mental state categories and delineate existing benchmarks to identify under-explored aspects of ToM. We argue for a holistic and situated evaluation of ToM to break ToM into individual components and treat LLMs as an agent who is physically situated in environments and socially situated in interactions with humans. Such situated evaluation provides a more comprehensive assessment of mental states and potentially mitigates the risk of shortcuts and data leakage. We further present a pilot study in a grid world setup as a proof of concept. We hope this position paper can facilitate future research to integrate ToM with LLMs and offer an intuitive means for researchers to better position their work in the landscape of ToM. Project page: https://github.com/Mars-tin/awesome-theory-of-mind

cs.CL↗

Multi-Object Hallucination in Vision-Language Models

Large vision language models (LVLMs) often suffer from object hallucination, producing objects not present in the given images. While current benchmarks for object hallucination primarily concentrate on the presence of a single object class rather than individual entities, this work systematically investigates multi-object hallucination, examining how models misperceive (e.g., invent nonexistent objects or become distracted) when tasked with focusing on multiple objects simultaneously. We introduce Recognition-based Object Probing Evaluation (ROPE), an automated evaluation protocol that considers the distribution of object classes within a single image during testing and uses visual referring prompts to eliminate ambiguity. With comprehensive empirical studies and analysis of potential factors leading to multi-object hallucination, we found that (1). LVLMs suffer more hallucinations when focusing on multiple objects compared to a single object. (2). The tested object class distribution affects hallucination behaviors, indicating that LVLMs may follow shortcuts and spurious correlations. (3). Hallucinatory behaviors are influenced by data-specific factors, salience and frequency, and model intrinsic behaviors. We hope to enable LVLMs to recognize and reason about multiple objects that often occur in realistic visual scenes, provide insights, and quantify our progress towards mitigating the issues.

cs.CV↗

Teaching Embodied Reinforcement Learning Agents: Informativeness and Diversity of Language Use

In real-world scenarios, it is desirable for embodied agents to have the ability to leverage human language to gain explicit or implicit knowledge for learning tasks. Despite recent progress, most previous approaches adopt simple low-level instructions as language inputs, which may not reflect natural human communication. It's not clear how to incorporate rich language use to facilitate task learning. To address this question, this paper studies different types of language inputs in facilitating reinforcement learning (RL) embodied agents. More specifically, we examine how different levels of language informativeness (i.e., feedback on past behaviors and future guidance) and diversity (i.e., variation of language expressions) impact agent learning and inference. Our empirical results based on four RL benchmarks demonstrate that agents trained with diverse and informative language feedback can achieve enhanced generalization and fast adaptation to new tasks. These findings highlight the pivotal role of language use in teaching embodied agents new tasks in an open world. Project website: https://github.com/sled-group/Teachable_RL

cs.CL↗

DriVLMe: Enhancing LLM-based Autonomous Driving Agents with Embodied and Social Experiences

Recent advancements in foundation models (FMs) have unlocked new prospects in autonomous driving, yet the experimental settings of these studies are preliminary, over-simplified, and fail to capture the complexity of real-world driving scenarios in human environments. It remains under-explored whether FM agents can handle long-horizon navigation tasks with free-from dialogue and deal with unexpected situations caused by environmental dynamics or task changes. To explore the capabilities and boundaries of FMs faced with the challenges above, we introduce DriVLMe, a video-language-model-based agent to facilitate natural and effective communication between humans and autonomous vehicles that perceive the environment and navigate. We develop DriVLMe from both embodied experiences in a simulated environment and social experiences from real human dialogue. While DriVLMe demonstrates competitive performance in both open-loop benchmarks and closed-loop human studies, we reveal several limitations and challenges, including unacceptable inference time, imbalanced training data, limited visual understanding, challenges with multi-turn interactions, simplified language generation from robotic experiences, and difficulties in handling on-the-fly unexpected situations like environmental dynamics and task changes.

cs.CV↗