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Kaiqi Huang

Publications and source records attributed to Kaiqi Huang.

At least 37 records · Page 2Linked to original sources

WGSR-Bench: Wargame-based Game-theoretic Strategic Reasoning Benchmark for Large Language Models

Recent breakthroughs in Large Language Models (LLMs) have led to a qualitative leap in artificial intelligence' s performance on reasoning tasks, particularly demonstrating remarkable capabilities in mathematical, symbolic, and commonsense reasoning. However, as a critical component of advanced human cognition, strategic reasoning, i.e., the ability to assess multi-agent behaviors in dynamic environments, formulate action plans, and adapt strategies, has yet to be systematically evaluated or modeled. To address this gap, this paper introduces WGSR-Bench, the first strategy reasoning benchmark for LLMs using wargame as its evaluation environment. Wargame, a quintessential high-complexity strategic scenario, integrates environmental uncertainty, adversarial dynamics, and non-unique strategic choices, making it an effective testbed for assessing LLMs' capabilities in multi-agent decision-making, intent inference, and counterfactual reasoning. WGSR-Bench designs test samples around three core tasks, i.e., Environmental situation awareness, Opponent risk modeling and Policy generation, which serve as the core S-POE architecture, to systematically assess main abilities of strategic reasoning. Finally, an LLM-based wargame agent is designed to integrate these parts for a comprehensive strategy reasoning assessment. With WGSR-Bench, we hope to assess the strengths and limitations of state-of-the-art LLMs in game-theoretic strategic reasoning and to advance research in large model-driven strategic intelligence.

cs.AI↗

A Temporal Modeling Framework for Video Pre-Training on Video Instance Segmentation

Contemporary Video Instance Segmentation (VIS) methods typically adhere to a pre-train then fine-tune regime, where a segmentation model trained on images is fine-tuned on videos. However, the lack of temporal knowledge in the pre-trained model introduces a domain gap which may adversely affect the VIS performance. To effectively bridge this gap, we present a novel video pre-training approach to enhance VIS models, especially for videos with intricate instance relationships. Our crucial innovation focuses on reducing disparities between the pre-training and fine-tuning stages. Specifically, we first introduce consistent pseudo-video augmentations to create diverse pseudo-video samples for pre-training while maintaining the instance consistency across frames. Then, we incorporate a multi-scale temporal module to enhance the model's ability to model temporal relations through self- and cross-attention at short- and long-term temporal spans. Our approach does not set constraints on model architecture and can integrate seamlessly with various VIS methods. Experiment results on commonly adopted VIS benchmarks show that our method consistently outperforms state-of-the-art methods. Our approach achieves a notable 4.0% increase in average precision on the challenging OVIS dataset.

cs.CV↗

Signal Observation Models and Historical Information Integration in Poker Hand Abstraction

Hand abstraction has been instrumental in developing powerful AI for Texas Hold'em poker, a widely studied testbed for imperfect information games (IIGs). Despite its success, the hand abstraction task lacks robust theoretical tools, limiting both algorithmic innovation and theoretical progress. To address this, we extend the IIG framework with the \textbf{signal observation ordered game} model and introduce \textbf{signal observation abstraction} to formalize the hand abstraction task. We further propose a novel evaluation metric, the \textbf{resolution bound}, to assess the performance of signal observation abstraction algorithms. Using this metric, we uncover critical limitations in current state-of-the-art algorithms, particularly the significant information loss caused by the enforced omission of historical information. To resolve these issues, we present the \textbf{KrwEmd} algorithm, which effectively incorporates historical information into the abstraction process. Experiments in the Numeral211 hold'em environment demonstrate that KrwEmd addresses these limitations and significantly outperforms existing algorithms.

cs.GT↗

Finger in Camera Speaks Everything: Unconstrained Air-Writing for Real-World

Air-writing is a challenging task that combines the fields of computer vision and natural language processing, offering an intuitive and natural approach for human-computer interaction. However, current air-writing solutions face two primary challenges: (1) their dependency on complex sensors (e.g., Radar, EEGs and others) for capturing precise handwritten trajectories, and (2) the absence of a video-based air-writing dataset that covers a comprehensive vocabulary range. These limitations impede their practicality in various real-world scenarios, including the use on devices like iPhones and laptops. To tackle these challenges, we present the groundbreaking air-writing Chinese character video dataset (AWCV-100K-UCAS2024), serving as a pioneering benchmark for video-based air-writing. This dataset captures handwritten trajectories in various real-world scenarios using commonly accessible RGB cameras, eliminating the need for complex sensors. AWCV-100K-UCAS2024 includes 8.8 million video frames, encompassing the complete set of 3,755 characters from the GB2312-80 level-1 set (GB1). Furthermore, we introduce our baseline approach, the video-based character recognizer (VCRec). VCRec adeptly extracts fingertip features from sparse visual cues and employs a spatio-temporal sequence module for analysis. Experimental results showcase the superior performance of VCRec compared to existing models in recognizing air-written characters, both quantitatively and qualitatively. This breakthrough paves the way for enhanced human-computer interaction in real-world contexts. Moreover, our approach leverages affordable RGB cameras, enabling its applicability in a diverse range of scenarios. The code and data examples will be made public at https://github.com/wmeiqi/AWCV.

cs.CV↗

How Texts Help? A Fine-grained Evaluation to Reveal the Role of Language in Vision-Language Tracking

Vision-language tracking (VLT) extends traditional single object tracking by incorporating textual information, providing semantic guidance to enhance tracking performance under challenging conditions like fast motion and deformations. However, current VLT trackers often underperform compared to single-modality methods on multiple benchmarks, with semantic information sometimes becoming a "distraction." To address this, we propose VLTVerse, the first fine-grained evaluation framework for VLT trackers that comprehensively considers multiple challenge factors and diverse semantic information, hoping to reveal the role of language in VLT. Our contributions include: (1) VLTVerse introduces 10 sequence-level challenge labels and 6 types of multi-granularity semantic information, creating a flexible and multi-dimensional evaluation space for VLT; (2) leveraging 60 subspaces formed by combinations of challenge factors and semantic types, we conduct systematic fine-grained evaluations of three mainstream SOTA VLT trackers, uncovering their performance bottlenecks across complex scenarios and offering a novel perspective on VLT evaluation; (3) through decoupled analysis of experimental results, we examine the impact of various semantic types on specific challenge factors in relation to different algorithms, providing essential guidance for enhancing VLT across data, evaluation, and algorithmic dimensions. The VLTVerse, toolkit, and results will be available at \url{http://metaverse.aitestunion.com}.

cs.CV↗

SPO: Multi-Dimensional Preference Sequential Alignment With Implicit Reward Modeling

Human preference alignment is critical in building powerful and reliable large language models (LLMs). However, current methods either ignore the multi-dimensionality of human preferences (e.g. helpfulness and harmlessness) or struggle with the complexity of managing multiple reward models. To address these issues, we propose Sequential Preference Optimization (SPO), a method that sequentially fine-tunes LLMs to align with multiple dimensions of human preferences. SPO avoids explicit reward modeling, directly optimizing the models to align with nuanced human preferences. We theoretically derive closed-form optimal SPO policy and loss function. Gradient analysis is conducted to show how SPO manages to fine-tune the LLMs while maintaining alignment on previously optimized dimensions. Empirical results on LLMs of different size and multiple evaluation datasets demonstrate that SPO successfully aligns LLMs across multiple dimensions of human preferences and significantly outperforms the baselines.

cs.LG↗

DTLLM-VLT: Diverse Text Generation for Visual Language Tracking Based on LLM

Visual Language Tracking (VLT) enhances single object tracking (SOT) by integrating natural language descriptions from a video, for the precise tracking of a specified object. By leveraging high-level semantic information, VLT guides object tracking, alleviating the constraints associated with relying on a visual modality. Nevertheless, most VLT benchmarks are annotated in a single granularity and lack a coherent semantic framework to provide scientific guidance. Moreover, coordinating human annotators for high-quality annotations is laborious and time-consuming. To address these challenges, we introduce DTLLM-VLT, which automatically generates extensive and multi-granularity text to enhance environmental diversity. (1) DTLLM-VLT generates scientific and multi-granularity text descriptions using a cohesive prompt framework. Its succinct and highly adaptable design allows seamless integration into various visual tracking benchmarks. (2) We select three prominent benchmarks to deploy our approach: short-term tracking, long-term tracking, and global instance tracking. We offer four granularity combinations for these benchmarks, considering the extent and density of semantic information, thereby showcasing the practicality and versatility of DTLLM-VLT. (3) We conduct comparative experiments on VLT benchmarks with different text granularities, evaluating and analyzing the impact of diverse text on tracking performance. Conclusionally, this work leverages LLM to provide multi-granularity semantic information for VLT task from efficient and diverse perspectives, enabling fine-grained evaluation of multi-modal trackers. In the future, we believe this work can be extended to more datasets to support vision datasets understanding.

cs.CV↗

DTVLT: A Multi-modal Diverse Text Benchmark for Visual Language Tracking Based on LLM

Visual language tracking (VLT) has emerged as a cutting-edge research area, harnessing linguistic data to enhance algorithms with multi-modal inputs and broadening the scope of traditional single object tracking (SOT) to encompass video understanding applications. Despite this, most VLT benchmarks still depend on succinct, human-annotated text descriptions for each video. These descriptions often fall short in capturing the nuances of video content dynamics and lack stylistic variety in language, constrained by their uniform level of detail and a fixed annotation frequency. As a result, algorithms tend to default to a "memorize the answer" strategy, diverging from the core objective of achieving a deeper understanding of video content. Fortunately, the emergence of large language models (LLMs) has enabled the generation of diverse text. This work utilizes LLMs to generate varied semantic annotations (in terms of text lengths and granularities) for representative SOT benchmarks, thereby establishing a novel multi-modal benchmark. Specifically, we (1) propose a new visual language tracking benchmark with diverse texts, named DTVLT, based on five prominent VLT and SOT benchmarks, including three sub-tasks: short-term tracking, long-term tracking, and global instance tracking. (2) We offer four granularity texts in our benchmark, considering the extent and density of semantic information. We expect this multi-granular generation strategy to foster a favorable environment for VLT and video understanding research. (3) We conduct comprehensive experimental analyses on DTVLT, evaluating the impact of diverse text on tracking performance and hope the identified performance bottlenecks of existing algorithms can support further research in VLT and video understanding. The proposed benchmark, experimental results and toolkit will be released gradually on http://videocube.aitestunion.com/.

cs.CV↗

Visual Language Tracking with Multi-modal Interaction: A Robust Benchmark

Visual Language Tracking (VLT) enhances tracking by mitigating the limitations of relying solely on the visual modality, utilizing high-level semantic information through language. This integration of the language enables more advanced human-machine interaction. The essence of interaction is cognitive alignment, which typically requires multiple information exchanges, especially in the sequential decision-making process of VLT. However, current VLT benchmarks do not account for multi-round interactions during tracking. They provide only an initial text and bounding box (bbox) in the first frame, with no further interaction as tracking progresses, deviating from the original motivation of the VLT task. To address these limitations, we propose a novel and robust benchmark, VLT-MI (Visual Language Tracking with Multi-modal Interaction), which introduces multi-round interaction into the VLT task for the first time. (1) We generate diverse, multi-granularity texts for multi-round, multi-modal interaction based on existing mainstream VLT benchmarks using DTLLM-VLT, leveraging the world knowledge of LLMs. (2) We propose a new VLT interaction paradigm that achieves multi-round interaction through text updates and object recovery. When multiple tracking failures occur, we provide the tracker with more aligned texts and corrected bboxes through interaction, thereby expanding the scope of VLT downstream tasks. (3) We conduct comparative experiments on both traditional VLT benchmarks and VLT-MI, evaluating and analyzing the accuracy and robustness of trackers under the interactive paradigm. This work offers new insights and paradigms for the VLT task, enabling a fine-grained evaluation of multi-modal trackers. We believe this approach can be extended to additional datasets in the future, supporting broader evaluations and comparisons of video-language model capabilities.

cs.CV↗

Revealing the Dark Secrets of Extremely Large Kernel ConvNets on Robustness

Robustness is a vital aspect to consider when deploying deep learning models into the wild. Numerous studies have been dedicated to the study of the robustness of vision transformers (ViTs), which have dominated as the mainstream backbone choice for vision tasks since the dawn of 2020s. Recently, some large kernel convnets make a comeback with impressive performance and efficiency. However, it still remains unclear whether large kernel networks are robust and the attribution of their robustness. In this paper, we first conduct a comprehensive evaluation of large kernel convnets' robustness and their differences from typical small kernel counterparts and ViTs on six diverse robustness benchmark datasets. Then to analyze the underlying factors behind their strong robustness, we design experiments from both quantitative and qualitative perspectives to reveal large kernel convnets' intriguing properties that are completely different from typical convnets. Our experiments demonstrate for the first time that pure CNNs can achieve exceptional robustness comparable or even superior to that of ViTs. Our analysis on occlusion invariance, kernel attention patterns and frequency characteristics provide novel insights into the source of robustness.

cs.CV↗

DecisionHoldem: Safe Depth-Limited Solving With Diverse Opponents for Imperfect-Information Games

An imperfect-information game is a type of game with asymmetric information. It is more common in life than perfect-information game. Artificial intelligence (AI) in imperfect-information games, such like poker, has made considerable progress and success in recent years. The great success of superhuman poker AI, such as Libratus and Deepstack, attracts researchers to pay attention to poker research. However, the lack of open-source code limits the development of Texas hold'em AI to some extent. This article introduces DecisionHoldem, a high-level AI for heads-up no-limit Texas hold'em with safe depth-limited subgame solving by considering possible ranges of opponent's private hands to reduce the exploitability of the strategy. Experimental results show that DecisionHoldem defeats the strongest openly available agent in heads-up no-limit Texas hold'em poker, namely Slumbot, and a high-level reproduction of Deepstack, viz, Openstack, by more than 730 mbb/h (one-thousandth big blind per round) and 700 mbb/h. Moreover, we release the source codes and tools of DecisionHoldem to promote AI development in imperfect-information games.

cs.AI↗

Safe Reinforcement Learning with Free-form Natural Language Constraints and Pre-Trained Language Models

Safe reinforcement learning (RL) agents accomplish given tasks while adhering to specific constraints. Employing constraints expressed via easily-understandable human language offers considerable potential for real-world applications due to its accessibility and non-reliance on domain expertise. Previous safe RL methods with natural language constraints typically adopt a recurrent neural network, which leads to limited capabilities when dealing with various forms of human language input. Furthermore, these methods often require a ground-truth cost function, necessitating domain expertise for the conversion of language constraints into a well-defined cost function that determines constraint violation. To address these issues, we proposes to use pre-trained language models (LM) to facilitate RL agents' comprehension of natural language constraints and allow them to infer costs for safe policy learning. Through the use of pre-trained LMs and the elimination of the need for a ground-truth cost, our method enhances safe policy learning under a diverse set of human-derived free-form natural language constraints. Experiments on grid-world navigation and robot control show that the proposed method can achieve strong performance while adhering to given constraints. The usage of pre-trained LMs allows our method to comprehend complicated constraints and learn safe policies without the need for ground-truth cost at any stage of training or evaluation. Extensive ablation studies are conducted to demonstrate the efficacy of each part of our method.

cs.LG↗

PeLK: Parameter-efficient Large Kernel ConvNets with Peripheral Convolution

Recently, some large kernel convnets strike back with appealing performance and efficiency. However, given the square complexity of convolution, scaling up kernels can bring about an enormous amount of parameters and the proliferated parameters can induce severe optimization problem. Due to these issues, current CNNs compromise to scale up to 51x51 in the form of stripe convolution (i.e., 51x5 + 5x51) and start to saturate as the kernel size continues growing. In this paper, we delve into addressing these vital issues and explore whether we can continue scaling up kernels for more performance gains. Inspired by human vision, we propose a human-like peripheral convolution that efficiently reduces over 90% parameter count of dense grid convolution through parameter sharing, and manage to scale up kernel size to extremely large. Our peripheral convolution behaves highly similar to human, reducing the complexity of convolution from O(K^2) to O(logK) without backfiring performance. Built on this, we propose Parameter-efficient Large Kernel Network (PeLK). Our PeLK outperforms modern vision Transformers and ConvNet architectures like Swin, ConvNeXt, RepLKNet and SLaK on various vision tasks including ImageNet classification, semantic segmentation on ADE20K and object detection on MS COCO. For the first time, we successfully scale up the kernel size of CNNs to an unprecedented 101x101 and demonstrate consistent improvements.

cs.CV↗

TAPE: Leveraging Agent Topology for Cooperative Multi-Agent Policy Gradient

Multi-Agent Policy Gradient (MAPG) has made significant progress in recent years. However, centralized critics in state-of-the-art MAPG methods still face the centralized-decentralized mismatch (CDM) issue, which means sub-optimal actions by some agents will affect other agent's policy learning. While using individual critics for policy updates can avoid this issue, they severely limit cooperation among agents. To address this issue, we propose an agent topology framework, which decides whether other agents should be considered in policy gradient and achieves compromise between facilitating cooperation and alleviating the CDM issue. The agent topology allows agents to use coalition utility as learning objective instead of global utility by centralized critics or local utility by individual critics. To constitute the agent topology, various models are studied. We propose Topology-based multi-Agent Policy gradiEnt (TAPE) for both stochastic and deterministic MAPG methods. We prove the policy improvement theorem for stochastic TAPE and give a theoretical explanation for the improved cooperation among agents. Experiment results on several benchmarks show the agent topology is able to facilitate agent cooperation and alleviate CDM issue respectively to improve performance of TAPE. Finally, multiple ablation studies and a heuristic graph search algorithm are devised to show the efficacy of the agent topology.

cs.MA↗

Split Semantic Detection in Sandplay Images

Sandplay image, as an important psychoanalysis carrier, is a visual scene constructed by the client selecting and placing sand objects (e.g., sand, river, human figures, animals, vegetation, buildings, etc.). As the projection of the client's inner world, it contains high-level semantic information reflecting the client's subjective psychological states, which is different from the common natural image scene that only contains the objective basic semantics (e.g., object's name, attribute, bounding box, etc.). In this work, we take "split" which is a typical psychological semantics related to many emotional and personality problems as the research goal, and we propose an automatic detection model, which can replace the time-consuming and expensive manual analysis process. To achieve that, we design a distribution map generation method projecting the semantic judgment problem into a visual problem, and a feature dimensionality reduction and extraction algorithm which can provide a good representation of split semantics. Besides, we built a sandplay datasets by collecting one sample from each client and inviting 5 therapists to label each sample, which has a large data cost. Experimental results demonstrated the effectiveness of our proposed method.

cs.CV↗

Efficient-VQGAN: Towards High-Resolution Image Generation with Efficient Vision Transformers

Vector-quantized image modeling has shown great potential in synthesizing high-quality images. However, generating high-resolution images remains a challenging task due to the quadratic computational overhead of the self-attention process. In this study, we seek to explore a more efficient two-stage framework for high-resolution image generation with improvements in the following three aspects. (1) Based on the observation that the first quantization stage has solid local property, we employ a local attention-based quantization model instead of the global attention mechanism used in previous methods, leading to better efficiency and reconstruction quality. (2) We emphasize the importance of multi-grained feature interaction during image generation and introduce an efficient attention mechanism that combines global attention (long-range semantic consistency within the whole image) and local attention (fined-grained details). This approach results in faster generation speed, higher generation fidelity, and improved resolution. (3) We propose a new generation pipeline incorporating autoencoding training and autoregressive generation strategy, demonstrating a better paradigm for image synthesis. Extensive experiments demonstrate the superiority of our approach in high-quality and high-resolution image reconstruction and generation.

cs.CV↗

PECAN: Leveraging Policy Ensemble for Context-Aware Zero-Shot Human-AI Coordination

Zero-shot human-AI coordination holds the promise of collaborating with humans without human data. Prevailing methods try to train the ego agent with a population of partners via self-play. However, these methods suffer from two problems: 1) The diversity of a population with finite partners is limited, thereby limiting the capacity of the trained ego agent to collaborate with a novel human; 2) Current methods only provide a common best response for every partner in the population, which may result in poor zero-shot coordination performance with a novel partner or humans. To address these issues, we first propose the policy ensemble method to increase the diversity of partners in the population, and then develop a context-aware method enabling the ego agent to analyze and identify the partner's potential policy primitives so that it can take different actions accordingly. In this way, the ego agent is able to learn more universal cooperative behaviors for collaborating with diverse partners. We conduct experiments on the Overcooked environment, and evaluate the zero-shot human-AI coordination performance of our method with both behavior-cloned human proxies and real humans. The results demonstrate that our method significantly increases the diversity of partners and enables ego agents to learn more diverse behaviors than baselines, thus achieving state-of-the-art performance in all scenarios. We also open-source a human-AI coordination study framework on the Overcooked for the convenience of future studies.

cs.AI↗

MSC: A Dataset for Macro-Management in StarCraft II

Macro-management is an important problem in StarCraft, which has been studied for a long time. Various datasets together with assorted methods have been proposed in the last few years. But these datasets have some defects for boosting the academic and industrial research: 1) There're neither standard preprocessing, parsing and feature extraction procedures nor predefined training, validation and test set in some datasets. 2) Some datasets are only specified for certain tasks in macro-management. 3) Some datasets are either too small or don't have enough labeled data for modern machine learning algorithms such as deep neural networks. So most previous methods are trained with various features, evaluated on different test sets from the same or different datasets, making it difficult to be compared directly. To boost the research of macro-management in StarCraft, we release a new dataset MSC based on the platform SC2LE. MSC consists of well-designed feature vectors, pre-defined high-level actions and final result of each match. We also split MSC into training, validation and test set for the convenience of evaluation and comparison. Besides the dataset, we propose a baseline model and present initial baseline results for global state evaluation and build order prediction, which are two of the key tasks in macro-management. Various downstream tasks and analyses of the dataset are also described for the sake of research on macro-management in StarCraft II. Homepage: https://github.com/wuhuikai/MSC.

cs.AI↗