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Papers Read on AI Rob

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    • 3.7 • 3 Ratings

Keeping you up to date with the latest trends and best performing architectures in this fast evolving field in computer science.

Selecting papers by comparative results, citations and influence we educate you on the latest research.

Consider supporting us on Patreon.com/PapersRead for feedback and ideas.

    Spider2-V: How Far Are Multimodal Agents From Automating Data Science and Engineering Workflows?

    Spider2-V: How Far Are Multimodal Agents From Automating Data Science and Engineering Workflows?

    Data science and engineering workflows often span multiple stages, from warehousing to orchestration, using tools like BigQuery, dbt, and Airbyte. As vision language models (VLMs) advance in multimodal understanding and code generation, VLM-based agents could potentially automate these workflows by generating SQL queries, Python code, and GUI operations. This automation can improve the productivity of experts while democratizing access to large-scale data analysis. In this paper, we introduce Spider2-V, the first multimodal agent benchmark focusing on professional data science and engineering workflows, featuring 494 real-world tasks in authentic computer environments and incorporating 20 enterprise-level professional applications. These tasks, derived from real-world use cases, evaluate the ability of a multimodal agent to perform data-related tasks by writing code and managing the GUI in enterprise data software systems. To balance realistic simulation with evaluation simplicity, we devote significant effort to developing automatic configurations for task setup and carefully crafting evaluation metrics for each task. Furthermore, we supplement multimodal agents with comprehensive documents of these enterprise data software systems. Our empirical evaluation reveals that existing state-of-the-art LLM/VLM-based agents do not reliably automate full data workflows (14.0% success). Even with step-by-step guidance, these agents still underperform in tasks that require fine-grained, knowledge-intensive GUI actions (16.2%) and involve remote cloud-hosted workspaces (10.6%). We hope that Spider2-V paves the way for autonomous multimodal agents to transform the automation of data science and engineering workflow. Our code and data are available at https://spider2-v.github.io.2024: Ruisheng Cao, Fangyu Lei, Haoyuan Wu, Jixuan Chen, Yeqiao Fu, Hongcheng Gao, Xinzhuang Xiong, Hanchong Zhang, Yuchen Mao, Wenjing Hu, Tianbao Xie, Hongshen Xu, Danyang Zhang, Sida Wang, Ruoxi Sun, Pengcheng Yin, Caiming Xiong, Ansong Ni, Qian Liu, Victor Zhong, Lu Chen, Kai Yu, Tao Yuhttps://arxiv.org/pdf/2407.10956v1

    • 31 min
    FunAudioLLM: Voice Understanding and Generation Foundation Models for Natural Interaction Between Humans and LLMs

    FunAudioLLM: Voice Understanding and Generation Foundation Models for Natural Interaction Between Humans and LLMs

    This report introduces FunAudioLLM, a model family designed to enhance natural voice interactions between humans and large language models (LLMs). At its core are two innovative models: SenseVoice, which handles multilingual speech recognition, emotion recognition, and audio event detection; and CosyVoice, which facilitates natural speech generation with control over multiple languages, timbre, speaking style, and speaker identity. SenseVoice-Small delivers exceptionally low-latency ASR for 5 languages, and SenseVoice-Large supports high-precision ASR for over 50 languages, while CosyVoice excels in multi-lingual voice generation, zero-shot in-context learning, cross-lingual voice cloning, and instruction-following capabilities. The models related to SenseVoice and CosyVoice have been open-sourced on Modelscope and Huggingface, along with the corresponding training, inference, and fine-tuning codes released on GitHub. By integrating these models with LLMs, FunAudioLLM enables applications such as speech-to-speech translation, emotional voice chat, interactive podcasts, and expressive audiobook narration, thereby pushing the boundaries of voice interaction technology. Demos are available at https://fun-audio-llm.github.io, and the code can be accessed at https://github.com/FunAudioLLM.2024: Keyu An, Qian Chen, Chong Deng, Zhihao Du, Changfeng Gao, Zhifu Gao, Yue Gu, Ting He, Hangrui Hu, Kai Hu, Shengpeng Ji, Yabin Li, Zerui Li, Heng Lu, Xiang Lv, Bin Ma, Ziyang Ma, Chongjia Ni, Changhe Song, Jiaqi Shi, Xian Shi, Hao Wang, Wen Wang, Yuxuan Wang, Zhangyu Xiao, Zhijie Yan, Yexin Yang, Bin Zhang, Qingling Zhang, Shi-Ya Zhang, Nan Zhao, Siqi Zhenghttps://arxiv.org/pdf/2407.04051v3

    • 34 min
    Patch-Level Training for Large Language Models

    Patch-Level Training for Large Language Models

    As Large Language Models (LLMs) achieve remarkable progress in language understanding and generation, their training efficiency has become a critical concern. Traditionally, LLMs are trained to predict the next token in a sequence. Despite the success of token-level training, it suffers from considerable computational costs due to the need to process an extensive number of tokens. To mitigate this issue, this paper introduces patch-level training for LLMs, which reduces the sequence length by compressing multiple tokens into a single patch. During patch-level training, we feed the language model shorter sequences of patches and train it to predict the next patch, thereby processing the majority of the training data at a significantly reduced computational cost. Following this, the model continues token-level training on the remaining training data to align with the inference mode. Experiments on a diverse range of models (370M-2.7B parameters) demonstrate that patch-level training can reduce overall computational costs to 0.5$\times$, without compromising the model performance compared to token-level training. Source code: \url{https://github.com/shaochenze/PatchTrain}.2024: Chenze Shao, Fandong Meng, Jie Zhouhttps://arxiv.org/pdf/2407.12665v1

    • 24 min
    Assisting in Writing Wikipedia-like Articles From Scratch with Large Language Models

    Assisting in Writing Wikipedia-like Articles From Scratch with Large Language Models

    We study how to apply large language models to write grounded and organized long-form articles from scratch, with comparable breadth and depth to Wikipedia pages. This underexplored problem poses new challenges at the pre-writing stage, including how to research the topic and prepare an outline prior to writing. We propose STORM, a writing system for the Synthesis of Topic Outlines throughRetrieval and Multi-perspective Question Asking. STORM models the pre-writing stage by (1) discovering diverse perspectives in researching the given topic, (2) simulating conversations where writers carrying different perspectives pose questions to a topic expert grounded on trusted Internet sources, (3) curating the collected information to create an outline.For evaluation, we curate FreshWiki, a dataset of recent high-quality Wikipedia articles, and formulate outline assessments to evaluate the pre-writing stage. We further gather feedback from experienced Wikipedia editors. Compared to articles generated by an outline-driven retrieval-augmented baseline, more of STORM’s articles are deemed to be organized (by a 25% absolute increase) and broad in coverage (by 10%). The expert feedback also helps identify new challenges for generating grounded long articles, such as source bias transfer and over-association of unrelated facts.2024: Yijia Shao, Yucheng Jiang, Theodore A. Kanell, Peter Xu, Omar Khattab, Monica S. Lamhttps://arxiv.org/pdf/2402.14207v2

    • 35 min
    IMAGDressing-v1: Customizable Virtual Dressing

    IMAGDressing-v1: Customizable Virtual Dressing

    Latest advances have achieved realistic virtual try-on (VTON) through localized garment inpainting using latent diffusion models, significantly enhancing consumers' online shopping experience. However, existing VTON technologies neglect the need for merchants to showcase garments comprehensively, including flexible control over garments, optional faces, poses, and scenes. To address this issue, we define a virtual dressing (VD) task focused on generating freely editable human images with fixed garments and optional conditions. Meanwhile, we design a comprehensive affinity metric index (CAMI) to evaluate the consistency between generated images and reference garments. Then, we propose IMAGDressing-v1, which incorporates a garment UNet that captures semantic features from CLIP and texture features from VAE. We present a hybrid attention module, including a frozen self-attention and a trainable cross-attention, to integrate garment features from the garment UNet into a frozen denoising UNet, ensuring users can control different scenes through text. IMAGDressing-v1 can be combined with other extension plugins, such as ControlNet and IP-Adapter, to enhance the diversity and controllability of generated images. Furthermore, to address the lack of data, we release the interactive garment pairing (IGPair) dataset, containing over 300,000 pairs of clothing and dressed images, and establish a standard pipeline for data assembly. Extensive experiments demonstrate that our IMAGDressing-v1 achieves state-of-the-art human image synthesis performance under various controlled conditions. The code and model will be available at https://github.com/muzishen/IMAGDressing.2024: Fei Shen, Xin Jiang, Xin He, Hu Ye, Cong Wang, Xiaoyu Du, Zechao Li, Jinghui Tanghttps://arxiv.org/pdf/2407.12705v1

    • 27 min
    A Comprehensive Survey on Human Video Generation: Challenges, Methods, and Insights

    A Comprehensive Survey on Human Video Generation: Challenges, Methods, and Insights

    Human video generation is a dynamic and rapidly evolving task that aims to synthesize 2D human body video sequences with generative models given control conditions such as text, audio, and pose. With the potential for wide-ranging applications in film, gaming, and virtual communication, the ability to generate natural and realistic human video is critical. Recent advancements in generative models have laid a solid foundation for the growing interest in this area. Despite the significant progress, the task of human video generation remains challenging due to the consistency of characters, the complexity of human motion, and difficulties in their relationship with the environment. This survey provides a comprehensive review of the current state of human video generation, marking, to the best of our knowledge, the first extensive literature review in this domain. We start with an introduction to the fundamentals of human video generation and the evolution of generative models that have facilitated the field's growth. We then examine the main methods employed for three key sub-tasks within human video generation: text-driven, audio-driven, and pose-driven motion generation. These areas are explored concerning the conditions that guide the generation process. Furthermore, we offer a collection of the most commonly utilized datasets and the evaluation metrics that are crucial in assessing the quality and realism of generated videos. The survey concludes with a discussion of the current challenges in the field and suggests possible directions for future research. The goal of this survey is to offer the research community a clear and holistic view of the advancements in human video generation, highlighting the milestones achieved and the challenges that lie ahead.2024: Wen-Ling Lei, Jinting Wang, Fengji Ma, Guanjie Huang, Li Liuhttps://arxiv.org/pdf/2407.08428v1

    • 36 min

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