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Zhaofeng He

Publications and source records attributed to Zhaofeng He.

At least 55 records · Page 3Linked to original sources

InstaStyle: Inversion Noise of a Stylized Image is Secretly a Style Adviser

Stylized text-to-image generation focuses on creating images from textual descriptions while adhering to a style specified by a few reference images. However, subtle style variations within different reference images can hinder the model from accurately learning the target style. In this paper, we propose InstaStyle, a novel approach that excels in generating high-fidelity stylized images with only a single reference image. Our approach is based on the finding that the inversion noise from a stylized reference image inherently carries the style signal, as evidenced by their non-zero signal-to-noise ratio. We employ DDIM inversion to extract this noise from the reference image and leverage a diffusion model to generate new stylized images from the "style" noise. Additionally, the inherent ambiguity and bias of textual prompts impede the precise conveying of style. To address this, we introduce a learnable style token via prompt refinement, which enhances the accuracy of the style description for the reference image. Qualitative and quantitative experimental results demonstrate that InstaStyle achieves superior performance compared to current benchmarks. Furthermore, our approach also showcases its capability in the creative task of style combination with mixed inversion noise.

cs.CV↗

GIEBench: Towards Holistic Evaluation of Group Identity-based Empathy for Large Language Models

As large language models (LLMs) continue to develop and gain widespread application, the ability of LLMs to exhibit empathy towards diverse group identities and understand their perspectives is increasingly recognized as critical. Most existing benchmarks for empathy evaluation of LLMs focus primarily on universal human emotions, such as sadness and pain, often overlooking the context of individuals' group identities. To address this gap, we introduce GIEBench, a comprehensive benchmark that includes 11 identity dimensions, covering 97 group identities with a total of 999 single-choice questions related to specific group identities. GIEBench is designed to evaluate the empathy of LLMs when presented with specific group identities such as gender, age, occupation, and race, emphasizing their ability to respond from the standpoint of the identified group. This supports the ongoing development of empathetic LLM applications tailored to users with different identities. Our evaluation of 23 LLMs revealed that while these LLMs understand different identity standpoints, they fail to consistently exhibit equal empathy across these identities without explicit instructions to adopt those perspectives. This highlights the need for improved alignment of LLMs with diverse values to better accommodate the multifaceted nature of human identities. Our datasets are available at https://github.com/GIEBench/GIEBench.

cs.AI↗

Mini Honor of Kings: A Lightweight Environment for Multi-Agent Reinforcement Learning

Games are widely used as research environments for multi-agent reinforcement learning (MARL), but they pose three significant challenges: limited customization, high computational demands, and oversimplification. To address these issues, we introduce the first publicly available map editor for the popular mobile game Honor of Kings and design a lightweight environment, Mini Honor of Kings (Mini HoK), for researchers to conduct experiments. Mini HoK is highly efficient, allowing experiments to be run on personal PCs or laptops while still presenting sufficient challenges for existing MARL algorithms. We have tested our environment on common MARL algorithms and demonstrated that these algorithms have yet to find optimal solutions within this environment. This facilitates the dissemination and advancement of MARL methods within the research community. Additionally, we hope that more researchers will leverage the Honor of Kings map editor to develop innovative and scientifically valuable new maps. Our code and user manual are available at: https://github.com/tencent-ailab/mini-hok.

cs.MA↗

CLIP model is an Efficient Online Lifelong Learner

Online Lifelong Learning (OLL) addresses the challenge of learning from continuous and non-stationary data streams. Existing online lifelong learning methods based on image classification models often require preset conditions such as the total number of classes or maximum memory capacity, which hinders the realization of real never-ending learning and renders them impractical for real-world scenarios. In this work, we propose that vision-language models, such as Contrastive Language-Image Pretraining (CLIP), are more suitable candidates for online lifelong learning. We discover that maintaining symmetry between image and text is crucial during Parameter-Efficient Tuning (PET) for CLIP model in online lifelong learning. To this end, we introduce the Symmetric Image-Text (SIT) tuning strategy. We conduct extensive experiments on multiple lifelong learning benchmark datasets and elucidate the effectiveness of SIT through gradient analysis. Additionally, we assess the impact of lifelong learning on generalizability of CLIP and found that tuning the image encoder is beneficial for lifelong learning, while tuning the text encoder aids in zero-shot learning.

cs.CV↗

Rethinking Class-Incremental Learning from a Dynamic Imbalanced Learning Perspective

Deep neural networks suffer from catastrophic forgetting when continually learning new concepts. In this paper, we analyze this problem from a data imbalance point of view. We argue that the imbalance between old task and new task data contributes to forgetting of the old tasks. Moreover, the increasing imbalance ratio during incremental learning further aggravates the problem. To address the dynamic imbalance issue, we propose Uniform Prototype Contrastive Learning (UPCL), where uniform and compact features are learned. Specifically, we generate a set of non-learnable uniform prototypes before each task starts. Then we assign these uniform prototypes to each class and guide the feature learning through prototype contrastive learning. We also dynamically adjust the relative margin between old and new classes so that the feature distribution will be maintained balanced and compact. Finally, we demonstrate through extensive experiments that the proposed method achieves state-of-the-art performance on several benchmark datasets including CIFAR100, ImageNet100 and TinyImageNet.

cs.CV↗

Dynamic Generation of Personalities with Large Language Models

In the realm of mimicking human deliberation, large language models (LLMs) show promising performance, thereby amplifying the importance of this research area. Deliberation is influenced by both logic and personality. However, previous studies predominantly focused on the logic of LLMs, neglecting the exploration of personality aspects. In this work, we introduce Dynamic Personality Generation (DPG), a dynamic personality generation method based on Hypernetworks. Initially, we embed the Big Five personality theory into GPT-4 to form a personality assessment machine, enabling it to evaluate characters' personality traits from dialogues automatically. We propose a new metric to assess personality generation capability based on this evaluation method. Then, we use this personality assessment machine to evaluate dialogues in script data, resulting in a personality-dialogue dataset. Finally, we fine-tune DPG on the personality-dialogue dataset. Experiments prove that DPG's personality generation capability is stronger after fine-tuning on this dataset than traditional fine-tuning methods, surpassing prompt-based GPT-4.

cs.CL↗

MQE: Unleashing the Power of Interaction with Multi-agent Quadruped Environment

The advent of deep reinforcement learning (DRL) has significantly advanced the field of robotics, particularly in the control and coordination of quadruped robots. However, the complexity of real-world tasks often necessitates the deployment of multi-robot systems capable of sophisticated interaction and collaboration. To address this need, we introduce the Multi-agent Quadruped Environment (MQE), a novel platform designed to facilitate the development and evaluation of multi-agent reinforcement learning (MARL) algorithms in realistic and dynamic scenarios. MQE emphasizes complex interactions between robots and objects, hierarchical policy structures, and challenging evaluation scenarios that reflect real-world applications. We present a series of collaborative and competitive tasks within MQE, ranging from simple coordination to complex adversarial interactions, and benchmark state-of-the-art MARL algorithms. Our findings indicate that hierarchical reinforcement learning can simplify task learning, but also highlight the need for advanced algorithms capable of handling the intricate dynamics of multi-agent interactions. MQE serves as a stepping stone towards bridging the gap between simulation and practical deployment, offering a rich environment for future research in multi-agent systems and robot learning. For open-sourced code and more details of MQE, please refer to https://ziyanx02.github.io/multiagent-quadruped-environment/ .

cs.RO↗

UniDoorManip: Learning Universal Door Manipulation Policy Over Large-scale and Diverse Door Manipulation Environments

Learning a universal manipulation policy encompassing doors with diverse categories, geometries and mechanisms, is crucial for future embodied agents to effectively work in complex and broad real-world scenarios. Due to the limited datasets and unrealistic simulation environments, previous works fail to achieve good performance across various doors. In this work, we build a novel door manipulation environment reflecting different realistic door manipulation mechanisms, and further equip this environment with a large-scale door dataset covering 6 door categories with hundreds of door bodies and handles, making up thousands of different door instances. Additionally, to better emulate real-world scenarios, we introduce a mobile robot as the agent and use the partial and occluded point cloud as the observation, which are not considered in previous works while possessing significance for real-world implementations. To learn a universal policy over diverse doors, we propose a novel framework disentangling the whole manipulation process into three stages, and integrating them by training in the reversed order of inference. Extensive experiments validate the effectiveness of our designs and demonstrate our framework's strong performance. Code, data and videos are avaible on https://unidoormanip.github.io/.

cs.RO↗

Deep Reinforcement Learning with Task-Adaptive Retrieval via Hypernetwork

Deep reinforcement learning algorithms are usually impeded by sampling inefficiency, heavily depending on multiple interactions with the environment to acquire accurate decision-making capabilities. In contrast, humans rely on their hippocampus to retrieve relevant information from past experiences of relevant tasks, which guides their decision-making when learning a new task, rather than exclusively depending on environmental interactions. Nevertheless, designing a hippocampus-like module for an agent to incorporate past experiences into established reinforcement learning algorithms presents two challenges. The first challenge involves selecting the most relevant past experiences for the current task, and the second challenge is integrating such experiences into the decision network. To address these challenges, we propose a novel method that utilizes a retrieval network based on task-conditioned hypernetwork, which adapts the retrieval network's parameters depending on the task. At the same time, a dynamic modification mechanism enhances the collaborative efforts between the retrieval and decision networks. We evaluate the proposed method across various tasks within a multitask scenario in the Minigrid environment. The experimental results demonstrate that our proposed method significantly outperforms strong baselines.

cs.LG↗

LLMArena: Assessing Capabilities of Large Language Models in Dynamic Multi-Agent Environments

Recent advancements in large language models (LLMs) have revealed their potential for achieving autonomous agents possessing human-level intelligence. However, existing benchmarks for evaluating LLM Agents either use static datasets, potentially leading to data leakage or focus only on single-agent scenarios, overlooking the complexities of multi-agent interactions. There is a lack of a benchmark that evaluates the diverse capabilities of LLM agents in multi-agent, dynamic environments. To this end, we introduce LLMArena, a novel and easily extensible framework for evaluating the diverse capabilities of LLM in multi-agent dynamic environments. LLMArena encompasses seven distinct gaming environments, employing Trueskill scoring to assess crucial abilities in LLM agents, including spatial reasoning, strategic planning, numerical reasoning, risk assessment, communication, opponent modeling, and team collaboration. We conduct an extensive experiment and human evaluation among different sizes and types of LLMs, showing that LLMs still have a significant journey ahead in their development towards becoming fully autonomous agents, especially in opponent modeling and team collaboration. We hope LLMArena could guide future research towards enhancing these capabilities in LLMs, ultimately leading to more sophisticated and practical applications in dynamic, multi-agent settings. The code and data will be available.

cs.CL↗

MORE-3S:Multimodal-based Offline Reinforcement Learning with Shared Semantic Spaces

Drawing upon the intuition that aligning different modalities to the same semantic embedding space would allow models to understand states and actions more easily, we propose a new perspective to the offline reinforcement learning (RL) challenge. More concretely, we transform it into a supervised learning task by integrating multimodal and pre-trained language models. Our approach incorporates state information derived from images and action-related data obtained from text, thereby bolstering RL training performance and promoting long-term strategic thinking. We emphasize the contextual understanding of language and demonstrate how decision-making in RL can benefit from aligning states' and actions' representation with languages' representation. Our method significantly outperforms current baselines as evidenced by evaluations conducted on Atari and OpenAI Gym environments. This contributes to advancing offline RL performance and efficiency while providing a novel perspective on offline RL.Our code and data are available at https://github.com/Zheng0428/MORE_.

cs.AI↗

Attacks in Adversarial Machine Learning: A Systematic Survey from the Life-cycle Perspective

Adversarial machine learning (AML) studies the adversarial phenomenon of machine learning, which may make inconsistent or unexpected predictions with humans. Some paradigms have been recently developed to explore this adversarial phenomenon occurring at different stages of a machine learning system, such as backdoor attack occurring at the pre-training, in-training and inference stage; weight attack occurring at the post-training, deployment and inference stage; adversarial attack occurring at the inference stage. However, although these adversarial paradigms share a common goal, their developments are almost independent, and there is still no big picture of AML. In this work, we aim to provide a unified perspective to the AML community to systematically review the overall progress of this field. We firstly provide a general definition about AML, and then propose a unified mathematical framework to covering existing attack paradigms. According to the proposed unified framework, we build a full taxonomy to systematically categorize and review existing representative methods for each paradigm. Besides, using this unified framework, it is easy to figure out the connections and differences among different attack paradigms, which may inspire future researchers to develop more advanced attack paradigms. Finally, to facilitate the viewing of the built taxonomy and the related literature in adversarial machine learning, we further provide a website, \ie, \url{http://adversarial-ml.com}, where the taxonomies and literature will be continuously updated.

cs.LG↗

Exploring 3D-aware Lifespan Face Aging via Disentangled Shape-Texture Representations

Existing face aging methods often focus on modeling either texture aging or using an entangled shape-texture representation to achieve face aging. However, shape and texture are two distinct factors that mutually affect the human face aging process. In this paper, we propose 3D-STD, a novel 3D-aware Shape-Texture Disentangled face aging network that explicitly disentangles the facial image into shape and texture representations using 3D face reconstruction. Additionally, to facilitate high-fidelity texture synthesis, we propose a novel texture generation method based on Empirical Mode Decomposition (EMD). Extensive qualitative and quantitative experiments show that our method achieves state-of-the-art performance in terms of shape and texture transformation. Moreover, our method supports producing plausible 3D face aging results, which is rarely accomplished by current methods.

cs.CV↗

JARVIS-1: Open-World Multi-task Agents with Memory-Augmented Multimodal Language Models

Achieving human-like planning and control with multimodal observations in an open world is a key milestone for more functional generalist agents. Existing approaches can handle certain long-horizon tasks in an open world. However, they still struggle when the number of open-world tasks could potentially be infinite and lack the capability to progressively enhance task completion as game time progresses. We introduce JARVIS-1, an open-world agent that can perceive multimodal input (visual observations and human instructions), generate sophisticated plans, and perform embodied control, all within the popular yet challenging open-world Minecraft universe. Specifically, we develop JARVIS-1 on top of pre-trained multimodal language models, which map visual observations and textual instructions to plans. The plans will be ultimately dispatched to the goal-conditioned controllers. We outfit JARVIS-1 with a multimodal memory, which facilitates planning using both pre-trained knowledge and its actual game survival experiences. JARVIS-1 is the existing most general agent in Minecraft, capable of completing over 200 different tasks using control and observation space similar to humans. These tasks range from short-horizon tasks, e.g., "chopping trees" to long-horizon tasks, e.g., "obtaining a diamond pickaxe". JARVIS-1 performs exceptionally well in short-horizon tasks, achieving nearly perfect performance. In the classic long-term task of $\texttt{ObtainDiamondPickaxe}$, JARVIS-1 surpasses the reliability of current state-of-the-art agents by 5 times and can successfully complete longer-horizon and more challenging tasks. The project page is available at https://craftjarvis.org/JARVIS-1

cs.AI↗

Prototype-based HyperAdapter for Sample-Efficient Multi-task Tuning

Parameter-efficient fine-tuning (PEFT) has shown its effectiveness in adapting the pre-trained language models to downstream tasks while only updating a small number of parameters. Despite the success, most existing methods independently adapt to each task without considering knowledge transfer between tasks and are limited to low-data regimes. To overcome this issue, we propose Prototype-based HyperAdapter (PHA), a novel framework built on the adapter-tuning and hypernetwork. It introduces an instance-dense retriever and a prototypical hypernetwork to generate the conditional modules in a sample-efficient manner. This leads to comparable performance improvements against existing PEFT methods on multi-task learning and few-shot transfer learning. More importantly, when the available data size gets smaller, our method outperforms other strong baselines by a large margin. Based on our extensive empirical experiments across various datasets, we demonstrate that PHA strikes a better trade-off between trainable parameters, accuracy on stream tasks, and sample efficiency.

cs.CL↗

Learning-to-Rank Meets Language: Boosting Language-Driven Ordering Alignment for Ordinal Classification

We present a novel language-driven ordering alignment method for ordinal classification. The labels in ordinal classification contain additional ordering relations, making them prone to overfitting when relying solely on training data. Recent developments in pre-trained vision-language models inspire us to leverage the rich ordinal priors in human language by converting the original task into a visionlanguage alignment task. Consequently, we propose L2RCLIP, which fully utilizes the language priors from two perspectives. First, we introduce a complementary prompt tuning technique called RankFormer, designed to enhance the ordering relation of original rank prompts. It employs token-level attention with residual-style prompt blending in the word embedding space. Second, to further incorporate language priors, we revisit the approximate bound optimization of vanilla cross-entropy loss and restructure it within the cross-modal embedding space. Consequently, we propose a cross-modal ordinal pairwise loss to refine the CLIP feature space, where texts and images maintain both semantic alignment and ordering alignment. Extensive experiments on three ordinal classification tasks, including facial age estimation, historical color image (HCI) classification, and aesthetic assessment demonstrate its promising performance. The code is available at https://github.com/raywang335/L2RCLIP.

cs.CV↗

CHATEDIT: Towards Multi-turn Interactive Facial Image Editing via Dialogue

This paper explores interactive facial image editing via dialogue and introduces the ChatEdit benchmark dataset for evaluating image editing and conversation abilities in this context. ChatEdit is constructed from the CelebA-HQ dataset, incorporating annotated multi-turn dialogues corresponding to user edit requests on the images. The dataset is challenging, as it requires the system to dynamically track user requests, edit images, and generate appropriate responses. Accordingly, we propose three benchmark tasks: (i) user edit request tracking, (ii) image editing, and (iii) response generation. We present a novel baseline framework that integrates a dialogue module for both tracking user requests and generating responses and an image editing module for image editing. Unlike previous approaches, our framework directly tracks user edit requests from the entire dialogue history up to the current turn and modifies the original image rather than adjusting the previous turn's output, thereby reducing error accumulation and preventing attribute forgetfulness. Extensive experiments on the ChatEdit dataset underline our framework's superior performance against prior models, while also highlighting potential room for further research. We will release the code and data publicly to facilitate advancements in complex interactive facial image editing.

cs.CV↗

Pluralistic Aging Diffusion Autoencoder

Face aging is an ill-posed problem because multiple plausible aging patterns may correspond to a given input. Most existing methods often produce one deterministic estimation. This paper proposes a novel CLIP-driven Pluralistic Aging Diffusion Autoencoder (PADA) to enhance the diversity of aging patterns. First, we employ diffusion models to generate diverse low-level aging details via a sequential denoising reverse process. Second, we present Probabilistic Aging Embedding (PAE) to capture diverse high-level aging patterns, which represents age information as probabilistic distributions in the common CLIP latent space. A text-guided KL-divergence loss is designed to guide this learning. Our method can achieve pluralistic face aging conditioned on open-world aging texts and arbitrary unseen face images. Qualitative and quantitative experiments demonstrate that our method can generate more diverse and high-quality plausible aging results.

cs.CV↗