ICLR 2025 Papers

International Conference on Learning Representations

Decision breakdown

3,703papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Oral
    2135.8%
  • Spotlight
    38010.3%
  • Poster
    3,11084.0%

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Large Language Models Assume People are More Rational than We Really are

Ryan Liu, Jiayi Geng, Joshua Peterson, Ilia Sucholutsky, Thomas L. Griffiths

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In order for AI systems to communicate effectively with people, they must understand how we make decisions. However, people's decisions are not always rational, so the implicit internal models of human decision-making in Large Language Models (LLMs) must account for this. Previous empirical evidence seems to suggest that these implicit models are accurate --- LLMs offer believable proxies of human behavior, acting how we expect humans would in everyday interactions. However, by comparing LLM behavior and predictions to a large dataset of human decisions, we find that this is actually not the case: when both simulating and predicting people's choices, a suite of cutting-edge LLMs (GPT-4o \& 4-Turbo, Llama-3-8B \& 70B, Claude 3 Opus) assume that people are more rational than we really are. Specifically, these models deviate from human behavior and align more closely with a classic model of rational choice --- expected value theory. Interestingly, people also tend to assume that other people are rational when interpreting their behavior. As a consequence, when we compare the inferences that LLMs and people draw from the decisions of others using another psychological dataset, we find that these inferences are highly correlated. Thus, the implicit decision-making models of LLMs appear to be aligned with the human expectation that other people will act rationally, rather than with how people actually act.

Poster
REvolve: Reward Evolution with Large Language Models using Human Feedback

RISHI HAZRA, Alkis Sygkounas, Andreas Persson, Amy Loutfi, Pedro Zuidberg Dos Martires

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Designing effective reward functions is crucial to training reinforcement learning (RL) algorithms. However, this design is non-trivial, even for domain experts, due to the subjective nature of certain tasks that are hard to quantify explicitly. In recent works, large language models (LLMs) have been used for reward generation from natural language task descriptions, leveraging their extensive instruction tuning and commonsense understanding of human behavior. In this work, we hypothesize that LLMs, guided by human feedback, can be used to formulate reward functions that reflect human implicit knowledge. We study this in three challenging settings -- autonomous driving, humanoid locomotion, and dexterous manipulation -- wherein notions of ``good" behavior are tacit and hard to quantify. To this end, we introduce REvolve, a truly evolutionary framework that uses LLMs for reward design in RL. REvolve generates and refines reward functions by utilizing human feedback to guide the evolution process, effectively translating implicit human knowledge into explicit reward functions for training (deep) RL agents. Experimentally, we demonstrate that agents trained on REvolve-designed rewards outperform other state-of-the-art baselines.

Poster
ImDy: Human Inverse Dynamics from Imitated Observations

Xinpeng Liu, Junxuan Liang, Zili Lin, Haowen Hou, Yong-Lu Li, Cewu Lu

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Inverse dynamics (ID), which aims at reproducing the driven torques from human kinematic observations, has been a critical tool for gait analysis. However, it is hindered from wider application to general motion due to its limited scalability. Conventional optimization-based ID requires expensive laboratory setups, restricting its availability. To alleviate this problem, we propose to exploit the recently progressive human motion imitation algorithms to learn human inverse dynamics in a data-driven manner. The key insight is that the human ID knowledge is implicitly possessed by motion imitators, though not directly applicable. In light of this, we devise an efficient data collection pipeline with state-of-the-art motion imitation algorithms and physics simulators, resulting in a large-scale human inverse dynamics benchmark as Imitated Dynamics (ImDy). ImDy contains over 150 hours of motion with joint torque and full-body ground reaction force data. With ImDy, we train a data-driven human inverse dynamics solver ImDyS(olver) in a fully supervised manner, which conducts ID and ground reaction force estimation simultaneously. Experiments on ImDy and real-world data demonstrate the impressive competency of ImDyS in human inverse dynamics and ground reaction force estimation. Moreover, the potential of ImDy(-S) as a fundamental motion analysis tool is exhibited with downstream applications. The project page is https://foruck.github.io/ImDy.

Poster
X-Fi: A Modality-Invariant Foundation Model for Multimodal Human Sensing

Xinyan Chen, Jianfei Yang

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Human sensing, which employs various sensors and advanced deep learning technologies to accurately capture and interpret human body information, has significantly impacted fields like public security and robotics. However, current human sensing primarily depends on modalities such as cameras and LiDAR, each of which has its own strengths and limitations. Furthermore, existing multimodal fusion solutions are typically designed for fixed modality combinations, requiring extensive retraining when modalities are added or removed for diverse scenarios. In this paper, we propose a modality-invariant foundation model for all modalities, X-Fi, to address these issues. X-Fi enables the independent or combinatory use of sensor modalities without additional training by utilizing a transformer structure to accommodate variable input sizes and incorporating a novel "X-fusion" mechanism to preserve modality-specific features during multimodal integration. This approach not only enhances adaptability but also facilitates the learning of complementary features across modalities. Extensive experiments conducted on the MM-Fi and XRF55 datasets, employing six distinct modalities, demonstrate that X-Fi achieves state-of-the-art performance in human pose estimation (HPE) and human activity recognition (HAR) tasks. The findings indicate that our proposed model can efficiently support a wide range of human sensing applications, ultimately contributing to the evolution of scalable, multimodal sensing technologies.

Poster
Depth Pro: Sharp Monocular Metric Depth in Less Than a Second

Alexey Bochkovskiy, Amaël Delaunoy, Hugo Germain, Marcel Santos, Yichao Zhou, Stephan Richter, Vladlen Koltun

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We present a foundation model for zero-shot metric monocular depth estimation. Our model, Depth Pro, synthesizes high-resolution depth maps with unparalleled sharpness and high-frequency details. The predictions are metric, with absolute scale, without relying on the availability of metadata such as camera intrinsics. And the model is fast, producing a 2.25-megapixel depth map in 0.3 seconds on a standard GPU. These characteristics are enabled by a number of technical contributions, including an efficient multi-scale vision transformer for dense prediction, a training protocol that combines real and synthetic datasets to achieve high metric accuracy alongside fine boundary tracing, dedicated evaluation metrics for boundary accuracy in estimated depth maps, and state-of-the-art focal length estimation from a single image. Extensive experiments analyze specific design choices and demonstrate that Depth Pro outperforms prior work along multiple dimensions. We release code & weights at https://github.com/apple/ml-depth-pro

Poster
DexTrack: Towards Generalizable Neural Tracking Control for Dexterous Manipulation from Human References

Xueyi Liu, Jianibieke Adalibieke, Qianwei Han, Yuzhe Qin, Li Yi

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We address the challenge of developing a generalizable neural tracking controller for dexterous manipulation from human references. This controller aims to manage a dexterous robot hand to manipulate diverse objects for various purposes defined by kinematic human-object interactions. Developing such a controller is complicated by the intricate contact dynamics of dexterous manipulation and the need for adaptivity, generalizability, and robustness. Current reinforcement learning and trajectory optimization methods often fall short due to their dependence on task-specific rewards or precise system models. We introduce an approach that curates large-scale successful robot tracking demonstrations, comprising pairs of human references and robot actions, to train a neural controller. Utilizing a data flywheel, we iteratively enhance the controller's performance, as well as the number and quality of successful tracking demonstrations. We exploit available tracking demonstrations and carefully integrate reinforcement learning and imitation learning to boost the controller's performance in dynamic environments. At the same time, to obtain high-quality tracking demonstrations, we individually optimize per-trajectory tracking by leveraging the learned tracking controller in a homotopy optimization method. The homotopy optimization, mimicking chain-of-thought, aids in solving challenging trajectory tracking problems to increase demonstration diversity. We showcase our success by training a generalizable neural controller and evaluating it in both simulation and real world. Our method achieves over a 10% improvement in success rates compared to leading baselines. The project website with animated results is available at [DexTrack](https://meowuu7.github.io/DexTrack/).

Poster
InterMask: 3D Human Interaction Generation via Collaborative Masked Modeling

Muhammad Gohar Javed, Chuan Guo, Li Cheng, Xingyu Li

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Generating realistic 3D human-human interactions from textual descriptions remains a challenging task. Existing approaches, typically based on diffusion models, often produce results lacking realism and fidelity. In this work, we introduce *InterMask*, a novel framework for generating human interactions using collaborative masked modeling in discrete space. InterMask first employs a VQ-VAE to transform each motion sequence into a 2D discrete motion token map. Unlike traditional 1D VQ token maps, it better preserves fine-grained spatio-temporal details and promotes *spatial awareness* within each token. Building on this representation, InterMask utilizes a generative masked modeling framework to collaboratively model the tokens of two interacting individuals. This is achieved by employing a transformer architecture specifically designed to capture complex spatio-temporal inter-dependencies. During training, it randomly masks the motion tokens of both individuals and learns to predict them. For inference, starting from fully masked sequences, it progressively fills in the tokens for both individuals. With its enhanced motion representation, dedicated architecture, and effective learning strategy, InterMask achieves state-of-the-art results, producing high-fidelity and diverse human interactions. It outperforms previous methods, achieving an FID of $5.154$ (vs $5.535$ of in2IN) on the InterHuman dataset and $0.399$ (vs $5.207$ of InterGen) on the InterX dataset. Additionally, InterMask seamlessly supports reaction generation without the need for model redesign or fine-tuning.

Poster
MP-Mat: A 3D-and-Instance-Aware Human Matting and Editing Framework with Multiplane Representation

Siyi Jiao, Wenzheng Zeng, Yerong Li, Huayu Zhang, Changxin Gao, Nong Sang, Mike Zheng Shou

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Human instance matting aims to estimate an alpha matte for each human instance in an image, which is challenging as it easily fails in complex cases requiring disentangling mingled pixels belonging to multiple instances along hairy and thin boundary structures. In this work, we address this by introducing MP-Mat, a novel 3D-and-instance-aware matting framework with multiplane representation, where the multiplane concept is designed from two different perspectives: scene geometry level and instance level. Specifically, we first build feature-level multiplane representations to split the scene into multiple planes based on depth differences. This approach makes the scene representation 3D-aware, and can serve as an effective clue for splitting instances in different 3D positions, thereby improving interpretability and boundary handling ability especially in occlusion areas. Then, we introduce another multiplane representation that splits the scene in an instance-level perspective, and represents each instance with both matte and color. We also treat background as a special instance, which is often overlooked by existing methods. Such an instance-level representation facilitates both foreground and background content awareness, and is useful for other down-stream tasks like image editing. Once built, the representation can be reused to realize controllable instance-level image editing with high efficiency. Extensive experiments validate the clear advantage of MP-Mat in matting task. We also demonstrate its superiority in image editing tasks, an area under-explored by existing matting-focused methods, where our approach under zero-shot inference even outperforms trained specialized image editing techniques by large margins. Code is open-sourced at https://github.com/JiaoSiyi/MPMat.git.

Poster
AnyTouch: Learning Unified Static-Dynamic Representation across Multiple Visuo-tactile Sensors

Ruoxuan Feng, Jiangyu Hu, Wenke Xia, TianciGao, Ao Shen, Yuhao Sun, Bin Fang, Di Hu

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Visuo-tactile sensors aim to emulate human tactile perception, enabling robots to precisely understand and manipulate objects. Over time, numerous meticulously designed visuo-tactile sensors have been integrated into robotic systems, aiding in completing various tasks. However, the distinct data characteristics of these low-standardized visuo-tactile sensors hinder the establishment of a powerful tactile perception system. We consider that the key to addressing this issue lies in learning unified multi-sensor representations, thereby integrating the sensors and promoting tactile knowledge transfer between them. To achieve unified representation of this nature, we introduce TacQuad, an aligned multi-modal multi-sensor tactile dataset from four different visuo-tactile sensors, which enables the explicit integration of various sensors. Recognizing that humans perceive the physical environment by acquiring diverse tactile information such as texture and pressure changes, we further propose to learn unified multi-sensor representations from both static and dynamic perspectives. By integrating tactile images and videos, we present AnyTouch, a unified static-dynamic multi-sensor representation learning framework with a multi-level structure, aimed at both enhancing comprehensive perceptual abilities and enabling effective cross-sensor transfer. This multi-level architecture captures pixel-level details from tactile data via masked modeling and enhances perception and transferability by learning semantic-level sensor-agnostic features through multi-modal alignment and cross-sensor matching. We provide a comprehensive analysis of multi-sensor transferability, and validate our method on various offline datasets and in the real-world pouring task. Experimental results show that our method outperforms existing methods, exhibits outstanding static and dynamic perception capabilities across various sensors. The code, TacQuad dataset and AnyTouch model are fully available at gewu-lab.github.io/AnyTouch/.

Poster
DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control

Kaifeng Zhao, Gen Li, Siyu Tang

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Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose **DartC**ontrol, in short **DART**, a **D**iffusion-based **A**utoregressive motion primitive model for **R**eal-time **T**ext-driven motion **C**ontrol. Our model, DART, effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model’s versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results and code are available at https://zkf1997.github.io/DART/.

Spotlight
SimulPL: Aligning Human Preferences in Simultaneous Machine Translation

Donglei Yu, Yang Zhao, Jie Zhu, Yangyifan Xu, Yu Zhou, Chengqing Zong

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Simultaneous Machine Translation (SiMT) generates translations while receiving streaming source inputs. This requires the SiMT model to learn a read/write policy, deciding when to translate and when to wait for more source input. Numerous linguistic studies indicate that audiences in SiMT scenarios have distinct preferences, such as accurate translations, simpler syntax, and no unnecessary latency. Aligning SiMT models with these human preferences is crucial to improve their performances. However, this issue still remains unexplored. Additionally, preference optimization for SiMT task is also challenging. Existing methods focus solely on optimizing the generated responses, ignoring human preferences related to latency and the optimization of read/write policy during the preference optimization phase. To address these challenges, we propose Simultaneous Preference Learning (SimulPL), a preference learning framework tailored for the SiMT task. In the SimulPL framework, we categorize SiMT human preferences into five aspects: **translation quality preference**, **monotonicity preference**, **key point preference**, **simplicity preference**, and **latency preference**. By leveraging the first four preferences, we construct human preference prompts to efficiently guide GPT-4/4o in generating preference data for the SiMT task. In the preference optimization phase, SimulPL integrates **latency preference** into the optimization objective and enables SiMT models to improve the read/write policy, thereby aligning with human preferences more effectively. Experimental results indicate that SimulPL exhibits better alignment with human preferences across all latency levels in Zh$\rightarrow$En, De$\rightarrow$En and En$\rightarrow$Zh SiMT tasks. Our data and code will be available at https://github.com/EurekaForNLP/SimulPL.

Poster
Co$^{\mathbf{3}}$Gesture: Towards Coherent Concurrent Co-speech 3D Gesture Generation with Interactive Diffusion

Xingqun Qi, Yatian Wang, Hengyuan Zhang, Jiahao Pan, Wei Xue, Shanghang Zhang, Wenhan Luo, Qifeng Liu, Yike Guo

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Generating gestures from human speech has gained tremendous progress in animating virtual avatars. While the existing methods enable synthesizing gestures cooperated by people self-talking, they overlook the practicality of concurrent gesture modeling with two-person interactive conversations. Moreover, the lack of high-quality datasets with concurrent co-speech gestures also limits handling this issue. To fulfill this goal, we first construct a large-scale concurrent co-speech gesture dataset that contains more than 7M frames for diverse two-person interactive posture sequences, dubbed $\textbf{GES-Inter}$. Moreover, we propose Co$^{\mathbf{3}}$Gesture, a novel framework that enables concurrent coherent co-speech gesture synthesis including two-person interactive movements. Our framework is built upon two cooperative generation branches conditioned on decomposed speaker audio. Specifically, to enhance the coordination of human postures w.r.t corresponding speaker audios while interacting with the conversational partner, we present a Temporal-Interaction Module ($\textbf{TIM}$). TIM can effectively model the temporal association representation between two speakers' gesture sequences as interaction guidance and fuse it into the concurrent gesture generation. Then, we devise a mutual attention mechanism to further boost learning dependencies of interacted concurrent motions, thereby enabling us to generate vivid and coherent gestures. Extensive experiments demonstrate that our method outperforms the state-of-the-art models on our newly collected GES-Inter dataset.

Spotlight
Neural Dueling Bandits: Preference-Based Optimization with Human Feedback

Arun Verma, Zhongxiang Dai, Xiaoqiang Lin, Patrick Jaillet, Bryan Kian Hsiang Low

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Contextual dueling bandit is used to model the bandit problems, where a learner's goal is to find the best arm for a given context using observed noisy human preference feedback over the selected arms for the past contexts. However, existing algorithms assume the reward function is linear, which can be complex and non-linear in many real-life applications like online recommendations or ranking web search results. To overcome this challenge, we use a neural network to estimate the reward function using preference feedback for the previously selected arms. We propose upper confidence bound- and Thompson sampling-based algorithms with sub-linear regret guarantees that efficiently select arms in each round. We also extend our theoretical results to contextual bandit problems with binary feedback, which is in itself a non-trivial contribution. Experimental results on the problem instances derived from synthetic datasets corroborate our theoretical results.

Poster
Think Then React: Towards Unconstrained Action-to-Reaction Motion Generation

Wenhui Tan, Boyuan Li, Chuhao Jin, Wenbing Huang, Xiting Wang, Ruihua Song

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Modeling human-like action-to-reaction generation has significant real-world applications, like human-robot interaction and games. Despite recent advancements in single-person motion generation, it is still challenging to well handle action-to-reaction generation, due to the difficulty of directly predicting reaction from action sequence without prompts, and the absence of a unified representation that effectively encodes multi-person motion. To address these challenges, we introduce Think-Then-React (TTR), a large language-model-based framework designed to generate human-like reactions. First, with our fine-grained multimodal training strategy, TTR is capable to unify two processes during inference: a thinking process that explicitly infers action intentions and reasons corresponding reaction description, which serve as semantic prompts, and a reacting process that predicts reactions based on input action and the inferred semantic prompts. Second, to effectively represent multi-person motion in language models, we propose a unified motion tokenizer by decoupling egocentric pose and absolute space features, which effectively represents action and reaction motion with same encoding. Extensive experiments demonstrate that TTR outperforms existing baselines, achieving significant improvements in evaluation metrics, such as reducing FID from 3.988 to 1.942.

Poster
AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation

Yukang Cao, Liang Pan, Kai Han, Kwan-Yee K. Wong, Ziwei Liu

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Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation, which is limited by the scarcity of realistic large-scale interaction data. This constraint affects their ability to create everyday HOI scenes. This paper addresses this challenge using a zero-shot approach with a pre-trained diffusion model. Despite this potential, achieving our goals is difficult due to the diffusion model's lack of understanding of ''where'' and ''how'' objects interact with the human body. To tackle these issues, we introduce **AvatarGO**, a novel framework designed to generate animatable 4D HOI scenes directly from textual inputs. Specifically, **1)** for the ''where'' challenge, we propose **LLM-guided contact retargeting**, which employs Lang-SAM to identify the contact body part from text prompts, ensuring precise representation of human-object spatial relations. **2)** For the ''how'' challenge, we introduce **correspondence-aware motion optimization** that constructs motion fields for both human and object models using the linear blend skinning function from SMPL-X. Our framework not only generates coherent compositional motions, but also exhibits greater robustness in handling penetration issues. Extensive experiments with existing methods validate AvatarGO's superior generation and animation capabilities on a variety of human-object pairs and diverse poses. As the first attempt to synthesize 4D avatars with object interactions, we hope AvatarGO could open new doors for human-centric 4D content creation.

Poster
Language Models Trained to do Arithmetic Predict Human Risky and Intertemporal Choice

Jian-Qiao Zhu, Haijiang Yan, Thomas L. Griffiths

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The observed similarities in the behavior of humans and Large Language Models (LLMs) have prompted researchers to consider the potential of using LLMs as models of human cognition. However, several significant challenges must be addressed before LLMs can be legitimately regarded as cognitive models. For instance, LLMs are trained on far more data than humans typically encounter, and may have been directly trained on human data in specific cognitive tasks or aligned with human preferences. Consequently, the origins of these behavioral similarities are not well understood. In this paper, we propose a novel way to enhance the utility of language models as cognitive models. This approach involves (i) leveraging computationally equivalent tasks that both a language model and a rational agent need to master for solving a cognitive problem and (ii) examining the specific task distributions required for a language model to exhibit human-like behaviors. We apply this approach to decision-making -- specifically risky and intertemporal choice -- where the key computationally equivalent task is the arithmetic of expected value calculations. We show that a small language model pretrained on an ecologically valid arithmetic dataset, which we call Arithmetic-GPT, predicts human behavior better than many traditional cognitive models. Pretraining language models on ecologically valid arithmetic datasets is sufficient to produce a strong correspondence between these models and human decision-making. Our results also suggest that language models used as cognitive models should be carefully investigated via ablation studies of the pretraining data.

Poster
When Prompt Engineering Meets Software Engineering: CNL-P as Natural and Robust "APIs'' for Human-AI Interaction

Zhenchang Xing, Yang Liu, Zhuo Cheng, Qing Huang, Dehai Zhao, Daniel SUN, Chenhua Liu

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With the growing capabilities of large language models (LLMs), they are increasingly applied in areas like intelligent customer service, code generation, and knowledge management. Natural language (NL) prompts act as the ``APIs'' for human-LLM interaction. To improve prompt quality, best practices for prompt engineering (PE) have been developed, including writing guidelines and templates. Building on this, we propose Controlled NL for Prompt (CNL-P), which not only incorporates PE best practices but also draws on key principles from software engineering (SE). CNL-P introduces precise grammar structures and strict semantic norms, further eliminating NL's ambiguity, allowing for a declarative but structured and accurate expression of user intent. This helps LLMs better interpret and execute the prompts, leading to more consistent and higher-quality outputs. We also introduce an NL2CNL-P conversion tool based on LLMs, enabling users to write prompts in NL, which are then transformed into CNL-P format, thus lowering the learning curve of CNL-P. In particular, we develop a linting tool that checks CNL-P prompts for syntactic and semantic accuracy, applying static analysis techniques to NL for the first time. Extensive experiments demonstrate that CNL-P enhances the quality of LLM responses through the novel and organic synergy of PE and SE. We believe that CNL-P can bridge the gap between emerging PE and traditional SE, laying the foundation for a new programming paradigm centered around NL. To further demonstrate the effectiveness of CNL-P, we develop the AI-native CNL-P IDE, UGAiForge that leverages CNL-P to enable users to Think, Describe, and Build with AI and for AI. For detailed information, please refer https://ugaiforge.ai.

Poster
Locality Sensitive Avatars From Video

Chunjin Song, Zhijie Wu, Shih-Yang Su, Bastian Wandt, Leonid Sigal, Helge Rhodin

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We present locality-sensitive avatar, a neural radiance field (NeRF) based network to learn human motions from monocular videos. To this end, we estimate a canonical representation between different frames of a video with a non-linear mapping from observation to canonical space, which we decompose into a skeletal rigid motion and a non-rigid counterpart. Our key contribution is to retain fine-grained details by modeling the non-rigid part with a graph neural network (GNN) that keeps the pose information local to neighboring body parts. Compared to former canonical representation based methods which solely operate on the coordinate space of a whole shape, our locality-sensitive motion modeling can reproduce both realistic shape contours and vivid fine-grained details. We evaluate on ZJU-MoCap, SynWild, ActorsHQ, MVHumanNet and various outdoor videos. The experiments reveal that with the locality sensitive deformation to canonical feature space, we are the first to achieve state-of-the-art results across novel view synthesis, novel pose animation and 3D shape reconstruction simultaneously. Our code is available at https://github.com/ChunjinSong/lsavatar.

Poster
Learning to Clarify: Multi-turn Conversations with Action-Based Contrastive Self-Training

Maximillian Chen, Ruoxi Sun, Tomas Pfister, Sercan O Arik

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Large language models (LLMs), optimized through human feedback, have rapidly emerged as a leading paradigm for developing intelligent conversational assistants. However, despite their strong performance across many benchmarks, LLM-based agents might still lack conversational skills such as disambiguation -- when they are faced with ambiguity, they often overhedge or implicitly guess users' true intents rather than asking clarification questions. Under task-specific settings, high-quality conversation samples are often limited, constituting a bottleneck for LLMs' ability to learn optimal dialogue action policies. We propose Action-Based Contrastive Self-Training (ACT), a quasi-online preference optimization algorithm based on Direct Preference Optimization (DPO), that enables data-efficient dialogue policy learning in multi-turn conversation modeling. We demonstrate ACT's efficacy under data-efficient tuning scenarios, even when there is no action label available, using multiple real-world conversational tasks: tabular-grounded question-answering, machine reading comprehension, and AmbigSQL, a novel task for disambiguating information-seeking requests for complex SQL generation towards data analysis agents. Additionally, we propose evaluating LLMs' ability to function as conversational agents by examining whether they can implicitly recognize and reason about ambiguity in conversation. ACT demonstrates substantial conversation modeling improvements over standard tuning approaches like supervised fine-tuning and DPO.

Poster
LLaMA-Omni: Seamless Speech Interaction with Large Language Models

Qingkai Fang, Shoutao Guo, Yan Zhou, Zhengrui Ma, Shaolei Zhang, Yang Feng

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Models like GPT-4o enable real-time interaction with large language models (LLMs) through speech, significantly enhancing user experience compared to traditional text-based interaction. However, there is still a lack of exploration on how to build speech interaction models based on open-source LLMs. To address this, we propose LLaMA-Omni, a novel model architecture designed for low-latency and high-quality speech interaction with LLMs. LLaMA-Omni integrates a pretrained speech encoder, a speech adaptor, an LLM, and a streaming speech decoder. It eliminates the need for speech transcription, and can simultaneously generate text and speech responses directly from speech instructions with extremely low latency. We build our model based on the latest Llama-3.1-8B-Instruct model. To align the model with speech interaction scenarios, we construct a dataset named InstructS2S-200K, which includes 200K speech instructions and corresponding speech responses. Experimental results show that compared to previous speech-language models, LLaMA-Omni provides better responses in both content and style, with a response latency as low as 226ms. Additionally, training LLaMA-Omni takes less than 3 days on just 4 GPUs, paving the way for the efficient development of speech-language models in the future.

Poster