NeurIPS 2024 Papers

Conference on Neural Information Processing Systems

Decision breakdown

4,562papers

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

  • Oral
    721.6%
  • Spotlight
    3828.4%
  • Poster
    4,06489.1%
  • Other / unlabeled
    441.0%

Browse all papers

Human-Object Interaction Detection Collaborated with Large Relation-driven Diffusion Models

Liulei Li, Wenguan Wang, Yi Yang

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Prevalent human-object interaction (HOI) detection approaches typically leverage large-scale visual-linguistic models to help recognize events involving humans and objects. Though promising, models trained via contrastive learning on text-image pairs often neglect mid/low-level visual cues and struggle at compositional reasoning. In response, we introduce DIFFUSIONHOI, a new HOI detector shedding light on text-to-image diffusion models. Unlike the aforementioned models, diffusion models excel in discerning mid/low-level visual concepts as generative models, and possess strong compositionality to handle novel concepts expressed in text inputs. Considering diffusion models usually emphasize instance objects, we first devise an inversion-based strategy to learn the expression of relation patterns between humans and objects in embedding space. These learned relation embeddings then serve as textual prompts, to steer diffusion models generate images that depict specific interactions, and extract HOI-relevant cues from images without heavy finetuning. Benefited from above, DIFFUSIONHOI achieves SOTA performance on three datasets under both regular and zero-shot setups.

Poster
shapiq: Shapley Interactions for Machine Learning

Maximilian Muschalik, Hubert Baniecki, Fabian Fumagalli, Patrick Kolpaczki, Barbara Hammer, Eyke Hüllermeier

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Originally rooted in game theory, the Shapley Value (SV) has recently become an important tool in machine learning research. Perhaps most notably, it is used for feature attribution and data valuation in explainable artificial intelligence. Shapley Interactions (SIs) naturally extend the SV and address its limitations by assigning joint contributions to groups of entities, which enhance understanding of black box machine learning models. Due to the exponential complexity of computing SVs and SIs, various methods have been proposed that exploit structural assumptions or yield probabilistic estimates given limited resources. In this work, we introduce shapiq, an open-source Python package that unifies state-of-the-art algorithms to efficiently compute SVs and any-order SIs in an application-agnostic framework. Moreover, it includes a benchmarking suite containing 11 machine learning applications of SIs with pre-computed games and ground-truth values to systematically assess computational performance across domains. For practitioners, shapiq is able to explain and visualize any-order feature interactions in predictions of models, including vision transformers, language models, as well as XGBoost and LightGBM with TreeSHAP-IQ. With shapiq, we extend shap beyond feature attributions and consolidate the application of SVs and SIs in machine learning that facilitates future research. The source code and documentation are available at https://github.com/mmschlk/shapiq.

Poster
Vitron: A Unified Pixel-level Vision LLM for Understanding, Generating, Segmenting, Editing

Hao Fei, Shengqiong Wu, Hanwang Zhang, Tat-Seng Chua, Shuicheng YAN

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Recent developments of vision large language models (LLMs) have seen remarkable progress, yet still encounter challenges towards multimodal generalists, such as coarse-grained instance-level understanding, lack of unified support for both images and videos, and insufficient coverage across various vision tasks. In this paper we present Vitron, a universal pixel-level vision LLM designed for comprehensive understanding, generating, segmenting, and editing of both static images and dynamic videos. Building on top of an LLM backbone, Vitron incorporates encoders for images, videos, and pixel-level regional visuals within its frontend modules, while employing state-of-the-art visual specialists as its backend, via which Vitron supports a spectrum of vision end tasks, spanning visual comprehension to visual generation, from low level to high level. To ensure an effective and precise message passing from LLM to backend modules for function invocation, we propose a novel hybrid method by simultaneously integrating discrete textual instructions and continuous signal embeddings. Further, we design various pixel-level spatiotemporal vision-language alignment learning for Vitron to reach the best fine-grained visual capability. Finally, a cross-task synergy module is advised to learn to maximize the task-invariant fine-grained visual features, enhancing the synergy between different visual tasks. Demonstrated over 12 visual tasks and evaluated across 22 datasets, Vitron showcases its extensive capabilities in the four main vision task clusters. Overall, this work illuminates the great potential of developing a more unified multimodal generalist.

Poster
CooHOI: Learning Cooperative Human-Object Interaction with Manipulated Object Dynamics

Jiawei Gao, Ziqin Wang, Zeqi Xiao, Jingbo Wang, Tai Wang, Jinkun Cao, Xiaolin Hu, Si Liu, Jifeng Dai, Jiangmiao Pang

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Enabling humanoid robots to clean rooms has long been a pursued dream within humanoid research communities. However, many tasks require multi-humanoid collaboration, such as carrying large and heavy furniture together. Given the scarcity of motion capture data on multi-humanoid collaboration and the efficiency challenges associated with multi-agent learning, these tasks cannot be straightforwardly addressed using training paradigms designed for single-agent scenarios. In this paper, we introduce **Coo**perative **H**uman-**O**bject **I**nteraction (**CooHOI**), a framework designed to tackle the challenge of multi-humanoid object transportation problem through a two-phase learning paradigm: individual skill learning and subsequent policy transfer. First, a single humanoid character learns to interact with objects through imitation learning from human motion priors. Then, the humanoid learns to collaborate with others by considering the shared dynamics of the manipulated object using centralized training and decentralized execution (CTDE) multi-agent RL algorithms. When one agent interacts with the object, resulting in specific object dynamics changes, the other agents learn to respond appropriately, thereby achieving implicit communication and coordination between teammates. Unlike previous approaches that relied on tracking-based methods for multi-humanoid HOI, CooHOI is inherently efficient, does not depend on motion capture data of multi-humanoid interactions, and can be seamlessly extended to include more participants and a wide range of object types.

Spotlight
Expectation Alignment: Handling Reward Misspecification in the Presence of Expectation Mismatch

Malek Mechergui, Sarath Sreedharan

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Detecting and handling misspecified objectives, such as reward functions, has been widely recognized as one of the central challenges within the domain of Artificial Intelligence (AI) safety research. However, even with the recognition of the importance of this problem, we are unaware of any works that attempt to provide a clear definition for what constitutes (a) misspecified objectives and (b) successfully resolving such misspecifications. In this work, we use the theory of mind, i.e., the human user's beliefs about the AI agent, as a basis to develop a formal explanatory framework, called Expectation Alignment (EAL), to understand the objective misspecification and its causes. Our EAL framework not only acts as an explanatory framework for existing works but also provides us with concrete insights into the limitations of existing methods to handle reward misspecification and novel solution strategies. We use these insights to propose a new interactive algorithm that uses the specified reward to infer potential user expectations about the system behavior. We show how one can efficiently implement this algorithm by mapping the inference problem into linear programs. We evaluate our method on a set of standard Markov Decision Process (MDP) benchmarks.

Poster
Referring Human Pose and Mask Estimation In the Wild

Bo Miao, Mingtao Feng, Zijie Wu, Mohammed Bennamoun, Yongsheng Gao, Ajmal Saeed Mian

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We introduce Referring Human Pose and Mask Estimation (R-HPM) in the wild, where either a text or positional prompt specifies the person of interest in an image. This new task holds significant potential for human-centric applications such as assistive robotics and sports analysis. In contrast to previous works, R-HPM (i) ensures high-quality, identity-aware results corresponding to the referred person, and (ii) simultaneously predicts human pose and mask for a comprehensive representation. To achieve this, we introduce a large-scale dataset named RefHuman, which substantially extends the MS COCO dataset with additional text and positional prompt annotations. RefHuman includes over 50,000 annotated instances in the wild, each equipped with keypoint, mask, and prompt annotations. To enable prompt-conditioned estimation, we propose the first end-to-end promptable approach named UniPHD for R-HPM. UniPHD extracts multimodal representations and employs a proposed pose-centric hierarchical decoder to process (text or positional) instance queries and keypoint queries, producing results specific to the referred person. Extensive experiments demonstrate that UniPHD produces quality results based on user-friendly prompts and achieves top-tier performance on RefHuman val and MS COCO val2017.

Poster
EgoChoir: Capturing 3D Human-Object Interaction Regions from Egocentric Views

Yuhang Yang, Wei Zhai, Chengfeng Wang, Chengjun Yu, Yang Cao, Zheng-Jun Zha

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Understanding egocentric human-object interaction (HOI) is a fundamental aspect of human-centric perception, facilitating applications like AR/VR and embodied AI. For the egocentric HOI, in addition to perceiving semantics e.g., ''what'' interaction is occurring, capturing ''where'' the interaction specifically manifests in 3D space is also crucial, which links the perception and operation. Existing methods primarily leverage observations of HOI to capture interaction regions from an exocentric view. However, incomplete observations of interacting parties in the egocentric view introduce ambiguity between visual observations and interaction contents, impairing their efficacy. From the egocentric view, humans integrate the visual cortex, cerebellum, and brain to internalize their intentions and interaction concepts of objects, allowing for the pre-formulation of interactions and making behaviors even when interaction regions are out of sight. In light of this, we propose harmonizing the visual appearance, head motion, and 3D object to excavate the object interaction concept and subject intention, jointly inferring 3D human contact and object affordance from egocentric videos. To achieve this, we present EgoChoir, which links object structures with interaction contexts inherent in appearance and head motion to reveal object affordance, further utilizing it to model human contact. Additionally, a gradient modulation is employed to adopt appropriate clues for capturing interaction regions across various egocentric scenarios. Moreover, 3D contact and affordance are annotated for egocentric videos collected from Ego-Exo4D and GIMO to support the task. Extensive experiments on them demonstrate the effectiveness and superiority of EgoChoir.

Poster
Generating Origin-Destination Matrices in Neural Spatial Interaction Models

Ioannis Zachos, Mark Girolami, Theodoros Damoulas

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Agent-based models (ABMs) are proliferating as decision-making tools across policy areas in transportation, economics, and epidemiology. In these models, a central object of interest is the discrete origin-destination matrix which captures spatial interactions and agent trip counts between locations. Existing approaches resort to continuous approximations of this matrix and subsequent ad-hoc discretisations in order to perform ABM simulation and calibration. This impedes conditioning on partially observed summary statistics, fails to explore the multimodal matrix distribution over a discrete combinatorial support, and incurs discretisation errors. To address these challenges, we introduce a computationally efficient framework that scales linearly with the number of origin-destination pairs, operates directly on the discrete combinatorial space, and learns the agents' trip intensity through a neural differential equation that embeds spatial interactions. Our approach outperforms the prior art in terms of reconstruction error and ground truth matrix coverage, at a fraction of the computational cost. We demonstrate these benefits in two large-scale spatial mobility ABMs in Washington, DC and Cambridge, UK.

Poster
Robust Reinforcement Learning from Corrupted Human Feedback

Alexander Bukharin, Ilgee Hong, Haoming Jiang, Zichong Li, Qingru Zhang, Zixuan Zhang, Tuo Zhao

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Reinforcement learning from human feedback (RLHF) provides a principled framework for aligning AI systems with human preference data. For various reasons, e.g., personal bias, context ambiguity, lack of training, etc, human annotators may give incorrect or inconsistent preference labels. To tackle this challenge, we propose a robust RLHF approach -- $R^3M$, which models the potentially corrupted preference label as sparse outliers. Accordingly, we formulate the robust reward learning as an $\ell_1$-regularized maximum likelihood estimation problem. Computationally, we develop an efficient alternating optimization algorithm, which only incurs negligible computational overhead compared with the standard RLHF approach. Theoretically, we prove that under proper regularity conditions, $R^3M$ can consistently learn the underlying reward and identify outliers, provided that the number of outlier labels scales sublinearly with the preference sample size. Furthermore, we remark that $R^3M$ is versatile and can be extended to various preference optimization methods, including direct preference optimization (DPO). Our experiments on robotic control and natural language generation with large language models (LLMs) show that $R^3M$ improves robustness of the reward against several types of perturbations to the preference data.

Poster
emg2pose: A Large and Diverse Benchmark for Surface Electromyographic Hand Pose Estimation

Sasha Salter, Richard Warren, Collin Schlager, Adrian Spurr, Shangchen Han, Rohin Bhasin, Yujun Cai, Peter Walkington, Anuoluwapo Bolarinwa, Robert Wang, Nathan Danielson, Josh Merel, Eftychios A. Pnevmatikakis, Jesse D Marshall

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Hands are the primary means through which humans interact with the world. Reliable and always-available hand pose inference could yield new and intuitive control schemes for human-computer interactions, particularly in virtual and augmented reality. Computer vision is effective but requires one or multiple cameras and can struggle with occlusions, limited field of view, and poor lighting. Wearable wrist-based surface electromyography (sEMG) presents a promising alternative as an always-available modality sensing muscle activities that drive hand motion. However, sEMG signals are strongly dependent on user anatomy and sensor placement; existing sEMG models have thus required hundreds of users and device placements to effectively generalize for tasks other than pose inference. To facilitate progress on sEMG pose inference, we introduce the emg2pose benchmark, which is to our knowledge the first publicly available dataset of high-quality hand pose labels and wrist sEMG recordings. emg2pose contains 2kHz, 16 channel sEMG and pose labels from a 26-camera motion capture rig for 193 users, 370 hours, and 29 stages with diverse gestures - a scale comparable to vision-based hand pose datasets. We provide competitive baselines and challenging tasks evaluating real-world generalization scenarios: held-out users, sensor placements, and stages. This benchmark provides the machine learning community a platform for exploring complex generalization problems, holding potential to significantly enhance the development of sEMG-based human-computer interactions.

Poster
Voila-A: Aligning Vision-Language Models with User's Gaze Attention

Kun Yan, Zeyu Wang, Lei Ji, Yuntao Wang, Nan Duan, Shuai Ma

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In recent years, the integration of vision and language understanding has led to significant advancements in artificial intelligence, particularly through Vision-Language Models (VLMs). However, existing VLMs face challenges in handling real-world applications with complex scenes and multiple objects, as well as aligning their focus with the diverse attention patterns of human users. In this paper, we introduce gaze information, feasibly collected by ubiquitous wearable devices such as MR glasses, as a proxy for human attention to guide VLMs. We propose a novel approach, Voila-A, for gaze alignment to enhance the effectiveness of these models in real-world applications. First, we collect hundreds of minutes of gaze data to demonstrate that we can mimic human gaze modalities using localized narratives. We then design an automatic data annotation pipeline utilizing GPT-4 to generate the VOILA-COCO dataset. Additionally, we introduce a new model VOILA-A that integrate gaze information into VLMs while maintain pretrained knowledge from webscale dataset. We evaluate Voila-A using a hold-out validation set and a newly collected VOILA-GAZE testset, which features real-life scenarios captured with a gaze-tracking device. Our experimental results demonstrate that Voila-A significantly outperforms several baseline models. By aligning model attention with human gaze patterns, Voila-A paves the way for more intuitive, user-centric VLMs and fosters engaging human-AI interaction across a wide range of applications.

Spotlight
Latent Diffusion for Neural Spiking Data

Jaivardhan Kapoor, Auguste Schulz, Julius Vetter, Felix C Pei, Richard Gao, Jakob H. Macke

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Modern datasets in neuroscience enable unprecedented inquiries into the relationship between complex behaviors and the activity of many simultaneously recorded neurons. While latent variable models can successfully extract low-dimensional embeddings from such recordings, using them to generate realistic spiking data, especially in a behavior-dependent manner, still poses a challenge. Here, we present Latent Diffusion for Neural Spiking data (LDNS), a diffusion-based generative model with a low-dimensional latent space: LDNS employs an autoencoder with structured state-space (S4) layers to project discrete high-dimensional spiking data into continuous time-aligned latents. On these inferred latents, we train expressive (conditional) diffusion models, enabling us to sample neural activity with realistic single-neuron and population spiking statistics. We validate LDNS on synthetic data, accurately recovering latent structure, firing rates, and spiking statistics. Next, we demonstrate its flexibility by generating variable-length data that mimics human cortical activity during attempted speech. We show how to equip LDNS with an expressive observation model that accounts for single-neuron dynamics not mediated by the latent state, further increasing the realism of generated samples. Finally, conditional LDNS trained on motor cortical activity during diverse reaching behaviors can generate realistic spiking data given reach direction or unseen reach trajectories. In summary, LDNS simultaneously enables inference of low-dimensional latents and realistic conditional generation of neural spiking datasets, opening up further possibilities for simulating experimentally testable hypotheses.

Spotlight
A Benchmark Dataset for Event-Guided Human Pose Estimation and Tracking in Extreme Conditions

Hoonhee Cho, Taewoo Kim, Yuhwan Jeong, Kuk-Jin Yoon

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Multi-person pose estimation and tracking have been actively researched by the computer vision community due to their practical applicability. However, existing human pose estimation and tracking datasets have only been successful in typical scenarios, such as those without motion blur or with well-lit conditions. These RGB-based datasets are limited to learning under extreme motion blur situations or poor lighting conditions, making them inherently vulnerable to such scenarios. As a promising solution, bio-inspired event cameras exhibit robustness in extreme scenarios due to their high dynamic range and micro-second level temporal resolution. Therefore, in this paper, we introduce a new hybrid dataset encompassing both RGB and event data for human pose estimation and tracking in two extreme scenarios: low-light and motion blur environments. The proposed Event-guided Human Pose Estimation and Tracking in eXtreme Conditions (EHPT-XC) dataset covers cases of motion blur caused by dynamic objects and low-light conditions individually as well as both simultaneously. With EHPT-XC, we aim to inspire researchers to tackle pose estimation and tracking in extreme conditions by leveraging the advantageous of the event camera. Project pages are available at https://github.com/Chohoonhee/EHPT-XC.

Poster
Interactive Deep Clustering via Value Mining

Honglin Liu, Peng Hu, Changqing Zhang, Yunfan Li, Xi Peng

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In the absence of class priors, recent deep clustering methods resort to data augmentation and pseudo-labeling strategies to generate supervision signals. Though achieved remarkable success, existing works struggle to discriminate hard samples at cluster boundaries, mining which is particularly challenging due to their unreliable cluster assignments. To break such a performance bottleneck, we propose incorporating user interaction to facilitate clustering instead of exhaustively mining semantics from the data itself. To be exact, we present Interactive Deep Clustering (IDC), a plug-and-play method designed to boost the performance of pre-trained clustering models with minimal interaction overhead. More specifically, IDC first quantitatively evaluates sample values based on hardness, representativeness, and diversity, where the representativeness avoids selecting outliers and the diversity prevents the selected samples from collapsing into a small number of clusters. IDC then queries the cluster affiliations of high-value samples in a user-friendly manner. Finally, it utilizes the user feedback to finetune the pre-trained clustering model. Extensive experiments demonstrate that IDC could remarkably improve the performance of various pre-trained clustering models, at the expense of low user interaction costs. The code could be accessed at pengxi.me.

Poster
Designs for Enabling Collaboration in Human-Machine Teaming via Interactive and Explainable Systems

Rohan R Paleja, Michael Joseph Munje, Kimberlee Chestnut Chang, Reed Jensen, Matthew Gombolay

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Collaborative robots and machine learning-based virtual agents are increasingly entering the human workspace with the aim of increasing productivity and enhancing safety. Despite this, we show in a ubiquitous experimental domain, Overcooked-AI, that state-of-the-art techniques for human-machine teaming (HMT), which rely on imitation or reinforcement learning, are brittle and result in a machine agent that aims to decouple the machine and human’s actions to act independently rather than in a synergistic fashion. To remedy this deficiency, we develop HMT approaches that enable iterative, mixed-initiative team development allowing end-users to interactively reprogram interpretable AI teammates. Our 50-subject study provides several findings that we summarize into guidelines. While all approaches underperform a simple collaborative heuristic (a critical, negative result for learning-based methods), we find that white-box approaches supported by interactive modification can lead to significant team development, outperforming white-box approaches alone, and that black-box approaches are easier to train and result in better HMT performance highlighting a tradeoff between explainability and interactivity versus ease-of-training. Together, these findings present three important future research directions: 1) Improving the ability to generate collaborative agents with white-box models, 2) Better learning methods to facilitate collaboration rather than individualized coordination, and 3) Mixed-initiative interfaces that enable users, who may vary in ability, to improve collaboration.

Poster
When Your AIs Deceive You: Challenges of Partial Observability in Reinforcement Learning from Human Feedback

Leon Lang, Davis Foote, Stuart Russell, Anca Dragan, Erik Jenner, Scott Emmons

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Past analyses of reinforcement learning from human feedback (RLHF) assume that the human evaluators fully observe the environment. What happens when human feedback is based only on partial observations? We formally define two failure cases: deceptive inflation and overjustification. Modeling the human as Boltzmann-rational w.r.t. a belief over trajectories, we prove conditions under which RLHF is guaranteed to result in policies that deceptively inflate their performance, overjustify their behavior to make an impression, or both. Under the new assumption that the human's partial observability is known and accounted for, we then analyze how much information the feedback process provides about the return function. We show that sometimes, the human's feedback determines the return function uniquely up to an additive constant, but in other realistic cases, there is irreducible ambiguity. We propose exploratory research directions to help tackle these challenges and experimentally validate both the theoretical concerns and potential mitigations, and caution against blindly applying RLHF in partially observable settings.

Poster
Maia-2: A Unified Model for Human-AI Alignment in Chess

Zhenwei Tang, Difan Jiao, Reid McIlroy-Young, Jon Kleinberg, Siddhartha Sen, Ashton Anderson

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There are an increasing number of domains in which artificial intelligence (AI) systems both surpass human ability and accurately model human behavior. This introduces the possibility of algorithmically-informed teaching in these domains through more relatable AI partners and deeper insights into human decision-making. Critical to achieving this goal, however, is coherently modeling human behavior at various skill levels. Chess is an ideal model system for conducting research into this kind of human-AI alignment, with its rich history as a pivotal testbed for AI research, mature superhuman AI systems like AlphaZero, and precise measurements of skill via chess rating systems. Previous work in modeling human decision-making in chess uses completely independent models to capture human style at different skill levels, meaning they lack coherence in their ability to adapt to the full spectrum of human improvement and are ultimately limited in their effectiveness as AI partners and teaching tools. In this work, we propose a unified modeling approach for human-AI alignment in chess that coherently captures human style across different skill levels and directly captures how people improve. Recognizing the complex, non-linear nature of human learning, we introduce a skill-aware attention mechanism to dynamically integrate players’ strengths with encoded chess positions, enabling our model to be sensitive to evolving player skill. Our experimental results demonstrate that this unified framework significantly enhances the alignment between AI and human players across a diverse range of expertise levels, paving the way for deeper insights into human decision-making and AI-guided teaching tools.

Poster
Learning to Assist Humans without Inferring Rewards

Vivek Myers, Evan Ellis, Sergey Levine, Benjamin Eysenbach, Anca Dragan

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Assistive agents should make humans' lives easier. Classically, such assistance is studied through the lens of inverse reinforcement learning, where an assistive agent (e.g., a chatbot, a robot) infers a human's intention and then selects actions to help the human reach that goal. This approach requires inferring intentions, which can be difficult in high-dimensional settings. We build upon prior work that studies assistance through the lens of empowerment: an assistive agent aims to maximize the influence of the human's actions such that they exert a greater control over the environmental outcomes and can solve tasks in fewer steps. We lift the major limitation of prior work in this area—scalability to high-dimensional settings—with contrastive successor representations. We formally prove that these representations estimate a similar notion of empowerment to that studied by prior work and provide a ready-made mechanism for optimizing it. Empirically, our proposed method outperforms prior methods on synthetic benchmarks, and scales to Overcooked, a cooperative game setting. Theoretically, our work connects ideas from information theory, neuroscience, and reinforcement learning, and charts a path for representations to play a critical role in solving assistive problems. Our code is available at https://github.com/vivekmyers/empowerment_successor_representations.

Poster
No Filter: Cultural and Socioeconomic Diversity in Contrastive Vision-Language Models

Angéline Pouget, Lucas Beyer, Emanuele Bugliarello, Xiao Wang, Andreas Peter Steiner, Xiaohua Zhai, Ibrahim Alabdulmohsin

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We study cultural and socioeconomic diversity in contrastive vision-language models (VLMs). Using a broad range of benchmark datasets and evaluation metrics, we bring to attention several important findings. First, the common filtering of training data to English image-text pairs disadvantages communities of lower socioeconomic status and negatively impacts cultural understanding. Notably, this performance gap is not captured by - and even at odds with - the currently popular evaluation metrics derived from the Western-centric ImageNet and COCO datasets. Second, pretraining with global, unfiltered data before fine-tuning on English content can improve cultural understanding without sacrificing performance on said popular benchmarks. Third, we introduce the task of geo-localization as a novel evaluation metric to assess cultural diversity in VLMs. Our work underscores the value of using diverse data to create more inclusive multimodal systems and lays the groundwork for developing VLMs that better represent global perspectives.

Poster
Neural Localizer Fields for Continuous 3D Human Pose and Shape Estimation

István Sárándi, Gerard Pons-Moll

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With the explosive growth of available training data, single-image 3D human modeling is ahead of a transition to a data-centric paradigm. A key to successfully exploiting data scale is to design flexible models that can be supervised from various heterogeneous data sources produced by different researchers or vendors. To this end, we propose a simple yet powerful paradigm for seamlessly unifying different human pose and shape-related tasks and datasets. Our formulation is centered on the ability - both at training and test time - to query any arbitrary point of the human volume, and obtain its estimated location in 3D. We achieve this by learning a continuous neural field of body point localizer functions, each of which is a differently parameterized 3D heatmap-based convolutional point localizer (detector). For generating parametric output, we propose an efficient post-processing step for fitting SMPL-family body models to nonparametric joint and vertex predictions. With this approach, we can naturally exploit differently annotated data sources including mesh, 2D/3D skeleton and dense pose, without having to convert between them, and thereby train large-scale 3D human mesh and skeleton estimation models that outperform the state-of-the-art on several public benchmarks including 3DPW, EMDB, EHF, SSP-3D and AGORA by a considerable margin. We release our code and models to foster downstream research.

Poster