new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Oct 29

Read Anywhere Pointed: Layout-aware GUI Screen Reading with Tree-of-Lens Grounding

Graphical User Interfaces (GUIs) are central to our interaction with digital devices. Recently, growing efforts have been made to build models for various GUI understanding tasks. However, these efforts largely overlook an important GUI-referring task: screen reading based on user-indicated points, which we name the Screen Point-and-Read (SPR) task. This task is predominantly handled by rigid accessible screen reading tools, in great need of new models driven by advancements in Multimodal Large Language Models (MLLMs). In this paper, we propose a Tree-of-Lens (ToL) agent, utilizing a novel ToL grounding mechanism, to address the SPR task. Based on the input point coordinate and the corresponding GUI screenshot, our ToL agent constructs a Hierarchical Layout Tree. Based on the tree, our ToL agent not only comprehends the content of the indicated area but also articulates the layout and spatial relationships between elements. Such layout information is crucial for accurately interpreting information on the screen, distinguishing our ToL agent from other screen reading tools. We also thoroughly evaluate the ToL agent against other baselines on a newly proposed SPR benchmark, which includes GUIs from mobile, web, and operating systems. Last but not least, we test the ToL agent on mobile GUI navigation tasks, demonstrating its utility in identifying incorrect actions along the path of agent execution trajectories. Code and data: screen-point-and-read.github.io

  • 9 authors
·
Jun 27, 2024 2

LMEye: An Interactive Perception Network for Large Language Models

Training a Large Visual Language Model (LVLM) from scratch, like GPT-4, is resource-intensive. Our paper presents a play-and-plug module for Large Language Models (LLMs), namely Interactive Perception Network (IPN), aiming to achieve a LVLM by incorporating the image understanding capability into LLMs. Previous methods incorporate visual information into LLMs with a simple visual mapping network, where the image feature is projected into the embedding space of LLMs via a linear layer. Such mapping network projects the image feature once yet does not consider the interaction between the image and the human input query. Hence, the obtained visual information with no connections with human intention may be inadequate for LLMs to make intention-following responses, which we term as static visual information. IPN addresses this issue by allowing the LLM to request the desired visual information aligned with various human instructions, which we term as the dynamic interaction between the LLM and visual information. Specifically, IPN consists of a simple visual mapping network to provide the basic perception of an image for LLMs. It also contains additional modules responsible for acquiring requests from LLMs, performing request-based visual information interaction, and transmitting the resulting interacted visual information to LLMs, respectively. In this way, LLMs act to understand the human query, deliver the corresponding request to the request-based visual information interaction module, and generate the response based on the interleaved multimodal information. We evaluate IPN through extensive experiments on multimodal question answering, reasoning, and so on, demonstrating that it significantly improves the zero-shot performance of LVLMs on various multimodal tasks compared to previous methods.

  • 5 authors
·
May 5, 2023

TaleCrafter: Interactive Story Visualization with Multiple Characters

Accurate Story visualization requires several necessary elements, such as identity consistency across frames, the alignment between plain text and visual content, and a reasonable layout of objects in images. Most previous works endeavor to meet these requirements by fitting a text-to-image (T2I) model on a set of videos in the same style and with the same characters, e.g., the FlintstonesSV dataset. However, the learned T2I models typically struggle to adapt to new characters, scenes, and styles, and often lack the flexibility to revise the layout of the synthesized images. This paper proposes a system for generic interactive story visualization, capable of handling multiple novel characters and supporting the editing of layout and local structure. It is developed by leveraging the prior knowledge of large language and T2I models, trained on massive corpora. The system comprises four interconnected components: story-to-prompt generation (S2P), text-to-layout generation (T2L), controllable text-to-image generation (C-T2I), and image-to-video animation (I2V). First, the S2P module converts concise story information into detailed prompts required for subsequent stages. Next, T2L generates diverse and reasonable layouts based on the prompts, offering users the ability to adjust and refine the layout to their preference. The core component, C-T2I, enables the creation of images guided by layouts, sketches, and actor-specific identifiers to maintain consistency and detail across visualizations. Finally, I2V enriches the visualization process by animating the generated images. Extensive experiments and a user study are conducted to validate the effectiveness and flexibility of interactive editing of the proposed system.

  • 10 authors
·
May 29, 2023

ScreenSpot-Pro: GUI Grounding for Professional High-Resolution Computer Use

Recent advancements in Multi-modal Large Language Models (MLLMs) have led to significant progress in developing GUI agents for general tasks such as web browsing and mobile phone use. However, their application in professional domains remains under-explored. These specialized workflows introduce unique challenges for GUI perception models, including high-resolution displays, smaller target sizes, and complex environments. In this paper, we introduce ScreenSpot-Pro, a new benchmark designed to rigorously evaluate the grounding capabilities of MLLMs in high-resolution professional settings. The benchmark comprises authentic high-resolution images from a variety of professional domains with expert annotations. It spans 23 applications across five industries and three operating systems. Existing GUI grounding models perform poorly on this dataset, with the best model achieving only 18.9%. Our experiments reveal that strategically reducing the search area enhances accuracy. Based on this insight, we propose ScreenSeekeR, a visual search method that utilizes the GUI knowledge of a strong planner to guide a cascaded search, achieving state-of-the-art performance with 48.1% without any additional training. We hope that our benchmark and findings will advance the development of GUI agents for professional applications. Code, data and leaderboard can be found at https://gui-agent.github.io/grounding-leaderboard.

  • 8 authors
·
Apr 4

ChartGPT: Leveraging LLMs to Generate Charts from Abstract Natural Language

The use of natural language interfaces (NLIs) for the creation of charts is becoming increasingly popular due to the intuitiveness of natural language interactions. One key challenge in this approach is to accurately capture user intents and transform them to proper chart specifications. This obstructs the wide use of NLI in chart generation, as users' natural language inputs are generally abstract (i.e., ambiguous or under-specified), without a clear specification of visual encodings. Recently, pre-trained large language models (LLMs) have exhibited superior performance in understanding and generating natural language, demonstrating great potential for downstream tasks. Inspired by this major trend, we propose ChartGPT, generating charts from abstract natural language inputs. However, LLMs are struggling to address complex logic problems. To enable the model to accurately specify the complex parameters and perform operations in chart generation, we decompose the generation process into a step-by-step reasoning pipeline, so that the model only needs to reason a single and specific sub-task during each run. Moreover, LLMs are pre-trained on general datasets, which might be biased for the task of chart generation. To provide adequate visualization knowledge, we create a dataset consisting of abstract utterances and charts and improve model performance through fine-tuning. We further design an interactive interface for ChartGPT that allows users to check and modify the intermediate outputs of each step. The effectiveness of the proposed system is evaluated through quantitative evaluations and a user study.

  • 7 authors
·
Nov 3, 2023

TopNet: Transformer-based Object Placement Network for Image Compositing

We investigate the problem of automatically placing an object into a background image for image compositing. Given a background image and a segmented object, the goal is to train a model to predict plausible placements (location and scale) of the object for compositing. The quality of the composite image highly depends on the predicted location/scale. Existing works either generate candidate bounding boxes or apply sliding-window search using global representations from background and object images, which fail to model local information in background images. However, local clues in background images are important to determine the compatibility of placing the objects with certain locations/scales. In this paper, we propose to learn the correlation between object features and all local background features with a transformer module so that detailed information can be provided on all possible location/scale configurations. A sparse contrastive loss is further proposed to train our model with sparse supervision. Our new formulation generates a 3D heatmap indicating the plausibility of all location/scale combinations in one network forward pass, which is over 10 times faster than the previous sliding-window method. It also supports interactive search when users provide a pre-defined location or scale. The proposed method can be trained with explicit annotation or in a self-supervised manner using an off-the-shelf inpainting model, and it outperforms state-of-the-art methods significantly. The user study shows that the trained model generalizes well to real-world images with diverse challenging scenes and object categories.

  • 6 authors
·
Apr 6, 2023

Allowing humans to interactively guide machines where to look does not always improve a human-AI team's classification accuracy

Via thousands of papers in Explainable AI (XAI), attention maps vaswani2017attention and feature attribution maps bansal2020sam have been established as a common means for explaining the input features that are important to AI's decisions. It is an interesting but unexplored question whether allowing users to edit the importance scores of input features at test time would improve the human-AI team's accuracy on downstream tasks. In this paper, we address this question by taking CHM-Corr, a state-of-the-art, ante-hoc explanation method taesiri2022visual that first predicts patch-wise correspondences between the input and the training-set images, and then uses them to make classification decisions. We build an interactive interface on top of CHM-Corr, enabling users to directly edit the initial feature attribution map provided by CHM-Corr. Via our CHM-Corr++ interface, users gain insights into if, when, and how the model changes its outputs, enhancing understanding beyond static explanations. Our user study with 18 machine learning researchers who performed sim1,400 decisions shows that our interactive approach does not improve user accuracy on CUB-200 bird image classification over static explanations. This challenges the belief that interactivity inherently boosts XAI effectiveness~sokol2020one,sun2022exploring,shen2024towards,singh2024rethinking,mindlin2024beyond,lakkaraju2022rethinking,cheng2019explaining,liu2021understanding and raises needs for future research. Our work contributes to the field by open-sourcing an interactive tool for manipulating model attention, and it lays the groundwork for future research to enable effective human-AI interaction in computer vision. We release code and data on https://anonymous.4open.science/r/CHMCorrPlusPlus/{github}. Our interface are available http://137.184.82.109:7080/{here}.

  • 4 authors
·
Apr 8, 2024

Learning GUI Grounding with Spatial Reasoning from Visual Feedback

Graphical User Interface (GUI) grounding is commonly framed as a coordinate prediction task -- given a natural language instruction, generate on-screen coordinates for actions such as clicks and keystrokes. However, recent Vision Language Models (VLMs) often fail to predict accurate numeric coordinates when processing high-resolution GUI images with complex layouts. To address this issue, we reframe GUI grounding as an interactive search task, where the VLM generates actions to move a cursor in the GUI to locate UI elements. At each step, the model determines the target object, evaluates the spatial relations between the cursor and the target, and moves the cursor closer to the target conditioned on the movement history. In this interactive process, the rendered cursor provides visual feedback to help the model align its predictions with the corresponding on-screen locations. We train our GUI grounding model, GUI-Cursor, using multi-step online reinforcement learning with a dense trajectory-based reward function. Our experimental results show that GUI-Cursor, based on Qwen2.5-VL-7B, improves the GUI grounding accuracy and achieves state-of-the-art results on ScreenSpot-v2 (88.8% rightarrow 93.9%) and ScreenSpot-Pro (26.8% rightarrow 56.5%). Moreover, we observe that GUI-Cursor learns to solve the problem within two steps for 95\% of instances and can adaptively conduct more steps on more difficult examples.

  • 11 authors
·
Sep 25

MapSAM: Adapting Segment Anything Model for Automated Feature Detection in Historical Maps

Automated feature detection in historical maps can significantly accelerate the reconstruction of the geospatial past. However, this process is often constrained by the time-consuming task of manually digitizing sufficient high-quality training data. The emergence of visual foundation models, such as the Segment Anything Model (SAM), offers a promising solution due to their remarkable generalization capabilities and rapid adaptation to new data distributions. Despite this, directly applying SAM in a zero-shot manner to historical map segmentation poses significant challenges, including poor recognition of certain geospatial features and a reliance on input prompts, which limits its ability to be fully automated. To address these challenges, we introduce MapSAM, a parameter-efficient fine-tuning strategy that adapts SAM into a prompt-free and versatile solution for various downstream historical map segmentation tasks. Specifically, we employ Weight-Decomposed Low-Rank Adaptation (DoRA) to integrate domain-specific knowledge into the image encoder. Additionally, we develop an automatic prompt generation process, eliminating the need for manual input. We further enhance the positional prompt in SAM, transforming it into a higher-level positional-semantic prompt, and modify the cross-attention mechanism in the mask decoder with masked attention for more effective feature aggregation. The proposed MapSAM framework demonstrates promising performance across two distinct historical map segmentation tasks: one focused on linear features and the other on areal features. Experimental results show that it adapts well to various features, even when fine-tuned with extremely limited data (e.g. 10 shots).

  • 5 authors
·
Nov 11, 2024

MapEval: A Map-Based Evaluation of Geo-Spatial Reasoning in Foundation Models

Recent advancements in foundation models have enhanced AI systems' capabilities in autonomous tool usage and reasoning. However, their ability in location or map-based reasoning - which improves daily life by optimizing navigation, facilitating resource discovery, and streamlining logistics - has not been systematically studied. To bridge this gap, we introduce MapEval, a benchmark designed to assess diverse and complex map-based user queries with geo-spatial reasoning. MapEval features three task types (textual, API-based, and visual) that require collecting world information via map tools, processing heterogeneous geo-spatial contexts (e.g., named entities, travel distances, user reviews or ratings, images), and compositional reasoning, which all state-of-the-art foundation models find challenging. Comprising 700 unique multiple-choice questions about locations across 180 cities and 54 countries, MapEval evaluates foundation models' ability to handle spatial relationships, map infographics, travel planning, and navigation challenges. Using MapEval, we conducted a comprehensive evaluation of 28 prominent foundation models. While no single model excelled across all tasks, Claude-3.5-Sonnet, GPT-4o, and Gemini-1.5-Pro achieved competitive performance overall. However, substantial performance gaps emerged, particularly in MapEval, where agents with Claude-3.5-Sonnet outperformed GPT-4o and Gemini-1.5-Pro by 16% and 21%, respectively, and the gaps became even more amplified when compared to open-source LLMs. Our detailed analyses provide insights into the strengths and weaknesses of current models, though all models still fall short of human performance by more than 20% on average, struggling with complex map images and rigorous geo-spatial reasoning. This gap highlights MapEval's critical role in advancing general-purpose foundation models with stronger geo-spatial understanding.

  • 8 authors
·
Dec 31, 2024 2

OmniParser for Pure Vision Based GUI Agent

The recent success of large vision language models shows great potential in driving the agent system operating on user interfaces. However, we argue that the power multimodal models like GPT-4V as a general agent on multiple operating systems across different applications is largely underestimated due to the lack of a robust screen parsing technique capable of: 1) reliably identifying interactable icons within the user interface, and 2) understanding the semantics of various elements in a screenshot and accurately associate the intended action with the corresponding region on the screen. To fill these gaps, we introduce OmniParser, a comprehensive method for parsing user interface screenshots into structured elements, which significantly enhances the ability of GPT-4V to generate actions that can be accurately grounded in the corresponding regions of the interface. We first curated an interactable icon detection dataset using popular webpages and an icon description dataset. These datasets were utilized to fine-tune specialized models: a detection model to parse interactable regions on the screen and a caption model to extract the functional semantics of the detected elements. OmniParser significantly improves GPT-4V's performance on ScreenSpot benchmark. And on Mind2Web and AITW benchmark, OmniParser with screenshot only input outperforms the GPT-4V baselines requiring additional information outside of screenshot.

  • 4 authors
·
Jul 31, 2024 7

InterAct-Video: Reasoning-Rich Video QA for Urban Traffic

Traffic monitoring is crucial for urban mobility, road safety, and intelligent transportation systems (ITS). Deep learning has advanced video-based traffic monitoring through video question answering (VideoQA) models, enabling structured insight extraction from traffic videos. However, existing VideoQA models struggle with the complexity of real-world traffic scenes, where multiple concurrent events unfold across spatiotemporal dimensions. To address these challenges, this paper introduces InterAct VideoQA, a curated dataset designed to benchmark and enhance VideoQA models for traffic monitoring tasks. The InterAct VideoQA dataset comprises 8 hours of real-world traffic footage collected from diverse intersections, segmented into 10-second video clips, with over 25,000 question-answer (QA) pairs covering spatiotemporal dynamics, vehicle interactions, incident detection, and other critical traffic attributes. State-of-the-art VideoQA models are evaluated on InterAct VideoQA, exposing challenges in reasoning over fine-grained spatiotemporal dependencies within complex traffic scenarios. Additionally, fine-tuning these models on InterAct VideoQA yields notable performance improvements, demonstrating the necessity of domain-specific datasets for VideoQA. InterAct VideoQA is publicly available as a benchmark dataset to facilitate future research in real-world deployable VideoQA models for intelligent transportation systems. GitHub Repo: https://github.com/joe-rabbit/InterAct_VideoQA

  • 6 authors
·
Jul 19

Visual Prompting with Iterative Refinement for Design Critique Generation

Feedback is crucial for every design process, such as user interface (UI) design, and automating design critiques can significantly improve the efficiency of the design workflow. Although existing multimodal large language models (LLMs) excel in many tasks, they often struggle with generating high-quality design critiques -- a complex task that requires producing detailed design comments that are visually grounded in a given design's image. Building on recent advancements in iterative refinement of text output and visual prompting methods, we propose an iterative visual prompting approach for UI critique that takes an input UI screenshot and design guidelines and generates a list of design comments, along with corresponding bounding boxes that map each comment to a specific region in the screenshot. The entire process is driven completely by LLMs, which iteratively refine both the text output and bounding boxes using few-shot samples tailored for each step. We evaluated our approach using Gemini-1.5-pro and GPT-4o, and found that human experts generally preferred the design critiques generated by our pipeline over those by the baseline, with the pipeline reducing the gap from human performance by 50% for one rating metric. To assess the generalizability of our approach to other multimodal tasks, we applied our pipeline to open-vocabulary object and attribute detection, and experiments showed that our method also outperformed the baseline.

  • 4 authors
·
Dec 21, 2024

InternScenes: A Large-scale Simulatable Indoor Scene Dataset with Realistic Layouts

The advancement of Embodied AI heavily relies on large-scale, simulatable 3D scene datasets characterized by scene diversity and realistic layouts. However, existing datasets typically suffer from limitations in data scale or diversity, sanitized layouts lacking small items, and severe object collisions. To address these shortcomings, we introduce InternScenes, a novel large-scale simulatable indoor scene dataset comprising approximately 40,000 diverse scenes by integrating three disparate scene sources, real-world scans, procedurally generated scenes, and designer-created scenes, including 1.96M 3D objects and covering 15 common scene types and 288 object classes. We particularly preserve massive small items in the scenes, resulting in realistic and complex layouts with an average of 41.5 objects per region. Our comprehensive data processing pipeline ensures simulatability by creating real-to-sim replicas for real-world scans, enhances interactivity by incorporating interactive objects into these scenes, and resolves object collisions by physical simulations. We demonstrate the value of InternScenes with two benchmark applications: scene layout generation and point-goal navigation. Both show the new challenges posed by the complex and realistic layouts. More importantly, InternScenes paves the way for scaling up the model training for both tasks, making the generation and navigation in such complex scenes possible. We commit to open-sourcing the data, models, and benchmarks to benefit the whole community.

GUI-Bee: Align GUI Action Grounding to Novel Environments via Autonomous Exploration

Graphical User Interface (GUI) action grounding is a critical step in GUI automation that maps language instructions to actionable elements on GUI screens. Most recent works of GUI action grounding leverage large GUI datasets to fine-tune MLLMs. However, the fine-tuning data always covers limited GUI environments, and we find the performance of the resulting model deteriorates in novel environments. We argue that the GUI grounding models should be further aligned to the novel environments to reveal their full potential, when the inference is known to involve novel environments, i.e., environments not used during the previous fine-tuning. To realize this, we first propose GUI-Bee, an MLLM-based autonomous agent, to collect high-quality, environment-specific data through exploration and then continuously fine-tune GUI grounding models with the collected data. Our agent leverages a novel Q-value-Incentive In-Context Reinforcement Learning (Q-ICRL) method to optimize exploration efficiency and data quality. Additionally, we introduce NovelScreenSpot, a benchmark for testing how well the data can help align GUI action grounding models to novel environments and demonstrate the effectiveness of data collected by GUI-Bee in the experiments. Furthermore, we conduct an ablation study to validate the Q-ICRL method in enhancing the efficiency of GUI-Bee. Project page: https://gui-bee.github.io

  • 6 authors
·
Jan 23

Screen2AX: Vision-Based Approach for Automatic macOS Accessibility Generation

Desktop accessibility metadata enables AI agents to interpret screens and supports users who depend on tools like screen readers. Yet, many applications remain largely inaccessible due to incomplete or missing metadata provided by developers - our investigation shows that only 33% of applications on macOS offer full accessibility support. While recent work on structured screen representation has primarily addressed specific challenges, such as UI element detection or captioning, none has attempted to capture the full complexity of desktop interfaces by replicating their entire hierarchical structure. To bridge this gap, we introduce Screen2AX, the first framework to automatically create real-time, tree-structured accessibility metadata from a single screenshot. Our method uses vision-language and object detection models to detect, describe, and organize UI elements hierarchically, mirroring macOS's system-level accessibility structure. To tackle the limited availability of data for macOS desktop applications, we compiled and publicly released three datasets encompassing 112 macOS applications, each annotated for UI element detection, grouping, and hierarchical accessibility metadata alongside corresponding screenshots. Screen2AX accurately infers hierarchy trees, achieving a 77% F1 score in reconstructing a complete accessibility tree. Crucially, these hierarchy trees improve the ability of autonomous agents to interpret and interact with complex desktop interfaces. We introduce Screen2AX-Task, a benchmark specifically designed for evaluating autonomous agent task execution in macOS desktop environments. Using this benchmark, we demonstrate that Screen2AX delivers a 2.2x performance improvement over native accessibility representations and surpasses the state-of-the-art OmniParser V2 system on the ScreenSpot benchmark.

  • 5 authors
·
Jul 22

MapQaTor: A System for Efficient Annotation of Map Query Datasets

Mapping and navigation services like Google Maps, Apple Maps, Openstreet Maps, are essential for accessing various location-based data, yet they often struggle to handle natural language geospatial queries. Recent advancements in Large Language Models (LLMs) show promise in question answering (QA), but creating reliable geospatial QA datasets from map services remains challenging. We introduce MapQaTor, a web application that streamlines the creation of reproducible, traceable map-based QA datasets. With its plug-and-play architecture, MapQaTor enables seamless integration with any maps API, allowing users to gather and visualize data from diverse sources with minimal setup. By caching API responses, the platform ensures consistent ground truth, enhancing the reliability of the data even as real-world information evolves. MapQaTor centralizes data retrieval, annotation, and visualization within a single platform, offering a unique opportunity to evaluate the current state of LLM-based geospatial reasoning while advancing their capabilities for improved geospatial understanding. Evaluation metrics show that, MapQaTor speeds up the annotation process by at least 30 times compared to manual methods, underscoring its potential for developing geospatial resources, such as complex map reasoning datasets. The website is live at: https://mapqator.github.io/ and a demo video is available at: https://youtu.be/7_aV9Wmhs6Q.

  • 3 authors
·
Dec 30, 2024 2

LlamaTouch: A Faithful and Scalable Testbed for Mobile UI Task Automation

The emergent large language/multimodal models facilitate the evolution of mobile agents, especially in mobile UI task automation. However, existing evaluation approaches, which rely on human validation or established datasets to compare agent-predicted actions with predefined action sequences, are unscalable and unfaithful. To overcome these limitations, this paper presents LlamaTouch, a testbed for on-device mobile UI task execution and faithful, scalable task evaluation. By observing that the task execution process only transfers UI states, LlamaTouch employs a novel evaluation approach that only assesses whether an agent traverses all manually annotated, essential application/system states. LlamaTouch comprises three key techniques: (1) On-device task execution that enables mobile agents to interact with realistic mobile environments for task execution. (2) Fine-grained UI component annotation that merges pixel-level screenshots and textual screen hierarchies to explicitly identify and precisely annotate essential UI components with a rich set of designed annotation primitives. (3) A multi-level application state matching algorithm that utilizes exact and fuzzy matching to accurately detect critical information in each screen, even with unpredictable UI layout/content dynamics. LlamaTouch currently incorporates four mobile agents and 496 tasks, encompassing both tasks in the widely-used datasets and our self-constructed ones to cover more diverse mobile applications. Evaluation results demonstrate LlamaTouch's high faithfulness of evaluation in real-world mobile environments and its better scalability than human validation. LlamaTouch also enables easy task annotation and integration of new mobile agents. Code and dataset are publicly available at https://github.com/LlamaTouch/LlamaTouch.

  • 8 authors
·
Apr 12, 2024

MapQA: A Dataset for Question Answering on Choropleth Maps

Choropleth maps are a common visual representation for region-specific tabular data and are used in a number of different venues (newspapers, articles, etc). These maps are human-readable but are often challenging to deal with when trying to extract data for screen readers, analyses, or other related tasks. Recent research into Visual-Question Answering (VQA) has studied question answering on human-generated charts (ChartQA), such as bar, line, and pie charts. However, little work has paid attention to understanding maps; general VQA models, and ChartQA models, suffer when asked to perform this task. To facilitate and encourage research in this area, we present MapQA, a large-scale dataset of ~800K question-answer pairs over ~60K map images. Our task tests various levels of map understanding, from surface questions about map styles to complex questions that require reasoning on the underlying data. We present the unique challenges of MapQA that frustrate most strong baseline algorithms designed for ChartQA and general VQA tasks. We also present a novel algorithm, Visual Multi-Output Data Extraction based QA (V-MODEQA) for MapQA. V-MODEQA extracts the underlying structured data from a map image with a multi-output model and then performs reasoning on the extracted data. Our experimental results show that V-MODEQA has better overall performance and robustness on MapQA than the state-of-the-art ChartQA and VQA algorithms by capturing the unique properties in map question answering.

  • 5 authors
·
Nov 15, 2022

Map It Anywhere (MIA): Empowering Bird's Eye View Mapping using Large-scale Public Data

Top-down Bird's Eye View (BEV) maps are a popular representation for ground robot navigation due to their richness and flexibility for downstream tasks. While recent methods have shown promise for predicting BEV maps from First-Person View (FPV) images, their generalizability is limited to small regions captured by current autonomous vehicle-based datasets. In this context, we show that a more scalable approach towards generalizable map prediction can be enabled by using two large-scale crowd-sourced mapping platforms, Mapillary for FPV images and OpenStreetMap for BEV semantic maps. We introduce Map It Anywhere (MIA), a data engine that enables seamless curation and modeling of labeled map prediction data from existing open-source map platforms. Using our MIA data engine, we display the ease of automatically collecting a dataset of 1.2 million pairs of FPV images & BEV maps encompassing diverse geographies, landscapes, environmental factors, camera models & capture scenarios. We further train a simple camera model-agnostic model on this data for BEV map prediction. Extensive evaluations using established benchmarks and our dataset show that the data curated by MIA enables effective pretraining for generalizable BEV map prediction, with zero-shot performance far exceeding baselines trained on existing datasets by 35%. Our analysis highlights the promise of using large-scale public maps for developing & testing generalizable BEV perception, paving the way for more robust autonomous navigation.

  • 10 authors
·
Jul 11, 2024 4

Uncertainty-Instructed Structure Injection for Generalizable HD Map Construction

Reliable high-definition (HD) map construction is crucial for the driving safety of autonomous vehicles. Although recent studies demonstrate improved performance, their generalization capability across unfamiliar driving scenes remains unexplored. To tackle this issue, we propose UIGenMap, an uncertainty-instructed structure injection approach for generalizable HD map vectorization, which concerns the uncertainty resampling in statistical distribution and employs explicit instance features to reduce excessive reliance on training data. Specifically, we introduce the perspective-view (PV) detection branch to obtain explicit structural features, in which the uncertainty-aware decoder is designed to dynamically sample probability distributions considering the difference in scenes. With probabilistic embedding and selection, UI2DPrompt is proposed to construct PV-learnable prompts. These PV prompts are integrated into the map decoder by designed hybrid injection to compensate for neglected instance structures. To ensure real-time inference, a lightweight Mimic Query Distillation is designed to learn from PV prompts, which can serve as an efficient alternative to the flow of PV branches. Extensive experiments on challenging geographically disjoint (geo-based) data splits demonstrate that our UIGenMap achieves superior performance, with +5.7 mAP improvement on the nuScenes dataset. Source code will be available at https://github.com/xiaolul2/UIGenMap.

  • 6 authors
·
Mar 29

Interactive Segmentation as Gaussian Process Classification

Click-based interactive segmentation (IS) aims to extract the target objects under user interaction. For this task, most of the current deep learning (DL)-based methods mainly follow the general pipelines of semantic segmentation. Albeit achieving promising performance, they do not fully and explicitly utilize and propagate the click information, inevitably leading to unsatisfactory segmentation results, even at clicked points. Against this issue, in this paper, we propose to formulate the IS task as a Gaussian process (GP)-based pixel-wise binary classification model on each image. To solve this model, we utilize amortized variational inference to approximate the intractable GP posterior in a data-driven manner and then decouple the approximated GP posterior into double space forms for efficient sampling with linear complexity. Then, we correspondingly construct a GP classification framework, named GPCIS, which is integrated with the deep kernel learning mechanism for more flexibility. The main specificities of the proposed GPCIS lie in: 1) Under the explicit guidance of the derived GP posterior, the information contained in clicks can be finely propagated to the entire image and then boost the segmentation; 2) The accuracy of predictions at clicks has good theoretical support. These merits of GPCIS as well as its good generality and high efficiency are substantiated by comprehensive experiments on several benchmarks, as compared with representative methods both quantitatively and qualitatively.

  • 7 authors
·
Feb 28, 2023

Ponder & Press: Advancing Visual GUI Agent towards General Computer Control

Most existing GUI agents typically depend on non-vision inputs like HTML source code or accessibility trees, limiting their flexibility across diverse software environments and platforms. Current multimodal large language models (MLLMs), which excel at using vision to ground real-world objects, offer a potential alternative. However, they often struggle with accurately localizing GUI elements -- a critical requirement for effective GUI automation -- due to the semantic gap between real-world objects and GUI elements. In this work, we introduce Ponder & Press, a divide-and-conquer framework for general computer control using only visual input. Our approach combines an general-purpose MLLM as an 'interpreter', responsible for translating high-level user instructions into detailed action descriptions, with a GUI-specific MLLM as a 'locator' that precisely locates GUI elements for action placement. By leveraging a purely visual input, our agent offers a versatile, human-like interaction paradigm applicable to a wide range of applications. Ponder & Press locator outperforms existing models by +22.5% on the ScreenSpot GUI grounding benchmark. Both offline and interactive agent benchmarks across various GUI environments -- including web pages, desktop software, and mobile UIs -- demonstrate that Ponder & Press framework achieves state-of-the-art performance, highlighting the potential of visual GUI agents. Refer to the project homepage https://invinciblewyq.github.io/ponder-press-page/

  • 4 authors
·
Dec 2, 2024

MapGPT: Map-Guided Prompting for Unified Vision-and-Language Navigation

Embodied agents equipped with GPT as their brain have exhibited extraordinary thinking and decision-making abilities across various tasks. However, existing zero-shot agents for vision-and-language navigation (VLN) only prompt the GPT to handle excessive environmental information and select potential locations within localized environments, without constructing an effective ''global-view'' (e.g., a commonly-used map) for the agent to understand the overall environment. In this work, we present a novel map-guided GPT-based path-planning agent, dubbed MapGPT, for the zero-shot VLN task. Specifically, we convert a topological map constructed online into prompts to encourage map-guided global exploration, and require the agent to explicitly output and update multi-step path planning to avoid getting stuck in local exploration. Extensive experiments demonstrate that our MapGPT is effective, achieving impressive performance on both the R2R and REVERIE datasets (38.8% and 28.4% success rate, respectively) and showcasing the newly emerged global thinking and path planning capabilities of the GPT model. Unlike previous VLN agents, which require separate parameters fine-tuning or specific prompt design to accommodate various instruction styles across different datasets, our MapGPT is more unified as it can adapt to different instruction styles seamlessly, which is the first of its kind in this field.

  • 6 authors
·
Jan 14, 2024

Ferret-UI: Grounded Mobile UI Understanding with Multimodal LLMs

Recent advancements in multimodal large language models (MLLMs) have been noteworthy, yet, these general-domain MLLMs often fall short in their ability to comprehend and interact effectively with user interface (UI) screens. In this paper, we present Ferret-UI, a new MLLM tailored for enhanced understanding of mobile UI screens, equipped with referring, grounding, and reasoning capabilities. Given that UI screens typically exhibit a more elongated aspect ratio and contain smaller objects of interest (e.g., icons, texts) than natural images, we incorporate "any resolution" on top of Ferret to magnify details and leverage enhanced visual features. Specifically, each screen is divided into 2 sub-images based on the original aspect ratio (i.e., horizontal division for portrait screens and vertical division for landscape screens). Both sub-images are encoded separately before being sent to LLMs. We meticulously gather training samples from an extensive range of elementary UI tasks, such as icon recognition, find text, and widget listing. These samples are formatted for instruction-following with region annotations to facilitate precise referring and grounding. To augment the model's reasoning ability, we further compile a dataset for advanced tasks, including detailed description, perception/interaction conversations, and function inference. After training on the curated datasets, Ferret-UI exhibits outstanding comprehension of UI screens and the capability to execute open-ended instructions. For model evaluation, we establish a comprehensive benchmark encompassing all the aforementioned tasks. Ferret-UI excels not only beyond most open-source UI MLLMs, but also surpasses GPT-4V on all the elementary UI tasks.

  • 8 authors
·
Apr 8, 2024 3

Enhancing Online Road Network Perception and Reasoning with Standard Definition Maps

Autonomous driving for urban and highway driving applications often requires High Definition (HD) maps to generate a navigation plan. Nevertheless, various challenges arise when generating and maintaining HD maps at scale. While recent online mapping methods have started to emerge, their performance especially for longer ranges is limited by heavy occlusion in dynamic environments. With these considerations in mind, our work focuses on leveraging lightweight and scalable priors-Standard Definition (SD) maps-in the development of online vectorized HD map representations. We first examine the integration of prototypical rasterized SD map representations into various online mapping architectures. Furthermore, to identify lightweight strategies, we extend the OpenLane-V2 dataset with OpenStreetMaps and evaluate the benefits of graphical SD map representations. A key finding from designing SD map integration components is that SD map encoders are model agnostic and can be quickly adapted to new architectures that utilize bird's eye view (BEV) encoders. Our results show that making use of SD maps as priors for the online mapping task can significantly speed up convergence and boost the performance of the online centerline perception task by 30% (mAP). Furthermore, we show that the introduction of the SD maps leads to a reduction of the number of parameters in the perception and reasoning task by leveraging SD map graphs while improving the overall performance. Project Page: https://henryzhangzhy.github.io/sdhdmap/.

  • 8 authors
·
Aug 1, 2024

Chat2Layout: Interactive 3D Furniture Layout with a Multimodal LLM

Automatic furniture layout is long desired for convenient interior design. Leveraging the remarkable visual reasoning capabilities of multimodal large language models (MLLMs), recent methods address layout generation in a static manner, lacking the feedback-driven refinement essential for interactive user engagement. We introduce Chat2Layout, a novel interactive furniture layout generation system that extends the functionality of MLLMs into the realm of interactive layout design. To achieve this, we establish a unified vision-question paradigm for in-context learning, enabling seamless communication with MLLMs to steer their behavior without altering model weights. Within this framework, we present a novel training-free visual prompting mechanism. This involves a visual-text prompting technique that assist MLLMs in reasoning about plausible layout plans, followed by an Offline-to-Online search (O2O-Search) method, which automatically identifies the minimal set of informative references to provide exemplars for visual-text prompting. By employing an agent system with MLLMs as the core controller, we enable bidirectional interaction. The agent not only comprehends the 3D environment and user requirements through linguistic and visual perception but also plans tasks and reasons about actions to generate and arrange furniture within the virtual space. Furthermore, the agent iteratively updates based on visual feedback from execution results. Experimental results demonstrate that our approach facilitates language-interactive generation and arrangement for diverse and complex 3D furniture.

  • 6 authors
·
Jul 31, 2024

Control Map Distribution using Map Query Bank for Online Map Generation

Reliable autonomous driving systems require high-definition (HD) map that contains detailed map information for planning and navigation. However, pre-build HD map requires a large cost. Visual-based Online Map Generation (OMG) has become an alternative low-cost solution to build a local HD map. Query-based BEV Transformer has been a base model for this task. This model learns HD map predictions from an initial map queries distribution which is obtained by offline optimization on training set. Besides the quality of BEV feature, the performance of this model also highly relies on the capacity of initial map query distribution. However, this distribution is limited because the limited query number. To make map predictions optimal on each test sample, it is essential to generate a suitable initial distribution for each specific scenario. This paper proposes to decompose the whole HD map distribution into a set of point representations, namely map query bank (MQBank). To build specific map query initial distributions of different scenarios, low-cost standard definition map (SD map) data is introduced as a kind of prior knowledge. Moreover, each layer of map decoder network learns instance-level map query features, which will lose detailed information of each point. However, BEV feature map is a point-level dense feature. It is important to keep point-level information in map queries when interacting with BEV feature map. This can also be solved with map query bank method. Final experiments show a new insight on SD map prior and a new record on OpenLaneV2 benchmark with 40.5%, 45.7% mAP on vehicle lane and pedestrian area.

  • 7 authors
·
Apr 4

GraphiMind: LLM-centric Interface for Information Graphics Design

Information graphics are pivotal in effective information dissemination and storytelling. However, creating such graphics is extremely challenging for non-professionals, since the design process requires multifaceted skills and comprehensive knowledge. Thus, despite the many available authoring tools, a significant gap remains in enabling non-experts to produce compelling information graphics seamlessly, especially from scratch. Recent breakthroughs show that Large Language Models (LLMs), especially when tool-augmented, can autonomously engage with external tools, making them promising candidates for enabling innovative graphic design applications. In this work, we propose a LLM-centric interface with the agent GraphiMind for automatic generation, recommendation, and composition of information graphics design resources, based on user intent expressed through natural language. Our GraphiMind integrates a Textual Conversational Interface, powered by tool-augmented LLM, with a traditional Graphical Manipulation Interface, streamlining the entire design process from raw resource curation to composition and refinement. Extensive evaluations highlight our tool's proficiency in simplifying the design process, opening avenues for its use by non-professional users. Moreover, we spotlight the potential of LLMs in reshaping the domain of information graphics design, offering a blend of automation, versatility, and user-centric interactivity.

  • 6 authors
·
Jan 24, 2024

A Dataset for Interactive Vision-Language Navigation with Unknown Command Feasibility

Vision-language navigation (VLN), in which an agent follows language instruction in a visual environment, has been studied under the premise that the input command is fully feasible in the environment. Yet in practice, a request may not be possible due to language ambiguity or environment changes. To study VLN with unknown command feasibility, we introduce a new dataset Mobile app Tasks with Iterative Feedback (MoTIF), where the goal is to complete a natural language command in a mobile app. Mobile apps provide a scalable domain to study real downstream uses of VLN methods. Moreover, mobile app commands provide instruction for interactive navigation, as they result in action sequences with state changes via clicking, typing, or swiping. MoTIF is the first to include feasibility annotations, containing both binary feasibility labels and fine-grained labels for why tasks are unsatisfiable. We further collect follow-up questions for ambiguous queries to enable research on task uncertainty resolution. Equipped with our dataset, we propose the new problem of feasibility prediction, in which a natural language instruction and multimodal app environment are used to predict command feasibility. MoTIF provides a more realistic app dataset as it contains many diverse environments, high-level goals, and longer action sequences than prior work. We evaluate interactive VLN methods using MoTIF, quantify the generalization ability of current approaches to new app environments, and measure the effect of task feasibility on navigation performance.

  • 6 authors
·
Feb 4, 2022

AutoGUI: Scaling GUI Grounding with Automatic Functionality Annotations from LLMs

User interface understanding with vision-language models has received much attention due to its potential for enabling next-generation software automation. However, existing UI datasets either only provide large-scale context-free element annotations or contextualized functional descriptions for elements at a much smaller scale. In this work, we propose the pipeline for automatically annotating UI elements with detailed functionality descriptions at scale. Specifically, we leverage large language models (LLMs) to infer element functionality by comparing the UI content changes before and after simulated interactions with specific UI elements. To improve annotation quality, we propose LLM-aided rejection and verification, eliminating invalid and incorrect annotations without human labor. We construct an -704k dataset using the proposed pipeline, featuring multi-resolution, multi-device screenshots, diverse data domains, and detailed functionality annotations that have never been provided by previous datasets. Human evaluation shows that the AutoGUI pipeline achieves annotation correctness comparable to trained human annotators. Extensive experimental results show that our -704k dataset remarkably enhances VLM's UI grounding capabilities, exhibits significant scaling effects, and outperforms existing web pre-training data types. We envision AutoGUI as a scalable pipeline for generating massive data to build GUI-oriented VLMs. AutoGUI dataset can be viewed at this anonymous URL: https://autogui-project.github.io/.

  • 6 authors
·
Feb 3

Boundary-aware Supervoxel-level Iteratively Refined Interactive 3D Image Segmentation with Multi-agent Reinforcement Learning

Interactive segmentation has recently been explored to effectively and efficiently harvest high-quality segmentation masks by iteratively incorporating user hints. While iterative in nature, most existing interactive segmentation methods tend to ignore the dynamics of successive interactions and take each interaction independently. We here propose to model iterative interactive image segmentation with a Markov decision process (MDP) and solve it with reinforcement learning (RL) where each voxel is treated as an agent. Considering the large exploration space for voxel-wise prediction and the dependence among neighboring voxels for the segmentation tasks, multi-agent reinforcement learning is adopted, where the voxel-level policy is shared among agents. Considering that boundary voxels are more important for segmentation, we further introduce a boundary-aware reward, which consists of a global reward in the form of relative cross-entropy gain, to update the policy in a constrained direction, and a boundary reward in the form of relative weight, to emphasize the correctness of boundary predictions. To combine the advantages of different types of interactions, i.e., simple and efficient for point-clicking, and stable and robust for scribbles, we propose a supervoxel-clicking based interaction design. Experimental results on four benchmark datasets have shown that the proposed method significantly outperforms the state-of-the-arts, with the advantage of fewer interactions, higher accuracy, and enhanced robustness.

  • 7 authors
·
Mar 19, 2023

The OPNV Data Collection: A Dataset for Infrastructure-Supported Perception Research with Focus on Public Transportation

This paper we present our vision and ongoing work for a novel dataset designed to advance research into the interoperability of intelligent vehicles and infrastructure, specifically aimed at enhancing cooperative perception and interaction in the realm of public transportation. Unlike conventional datasets centered on ego-vehicle data, this approach encompasses both a stationary sensor tower and a moving vehicle, each equipped with cameras, LiDARs, and GNSS, while the vehicle additionally includes an inertial navigation system. Our setup features comprehensive calibration and time synchronization, ensuring seamless and accurate sensor data fusion crucial for studying complex, dynamic scenes. Emphasizing public transportation, the dataset targets to include scenes like bus station maneuvers and driving on dedicated bus lanes, reflecting the specifics of small public buses. We introduce the open-source ".4mse" file format for the new dataset, accompanied by a research kit. This kit provides tools such as ego-motion compensation or LiDAR-to-camera projection enabling advanced research on intelligent vehicle-infrastructure integration. Our approach does not include annotations; however, we plan to implement automatically generated labels sourced from state-of-the-art public repositories. Several aspects are still up for discussion, and timely feedback from the community would be greatly appreciated. A sneak preview on one data frame will be available at a Google Colab Notebook. Moreover, we will use the related GitHub Repository to collect remarks and suggestions.

  • 8 authors
·
Jul 11, 2024

Bench-NPIN: Benchmarking Non-prehensile Interactive Navigation

Mobile robots are increasingly deployed in unstructured environments where obstacles and objects are movable. Navigation in such environments is known as interactive navigation, where task completion requires not only avoiding obstacles but also strategic interactions with movable objects. Non-prehensile interactive navigation focuses on non-grasping interaction strategies, such as pushing, rather than relying on prehensile manipulation. Despite a growing body of research in this field, most solutions are evaluated using case-specific setups, limiting reproducibility and cross-comparison. In this paper, we present Bench-NPIN, the first comprehensive benchmark for non-prehensile interactive navigation. Bench-NPIN includes multiple components: 1) a comprehensive range of simulated environments for non-prehensile interactive navigation tasks, including navigating a maze with movable obstacles, autonomous ship navigation in icy waters, box delivery, and area clearing, each with varying levels of complexity; 2) a set of evaluation metrics that capture unique aspects of interactive navigation, such as efficiency, interaction effort, and partial task completion; and 3) demonstrations using Bench-NPIN to evaluate example implementations of established baselines across environments. Bench-NPIN is an open-source Python library with a modular design. The code, documentation, and trained models can be found at https://github.com/IvanIZ/BenchNPIN.

  • 5 authors
·
May 17

GUI-Actor: Coordinate-Free Visual Grounding for GUI Agents

One of the principal challenges in building VLM-powered GUI agents is visual grounding, i.e., localizing the appropriate screen region for action execution based on both the visual content and the textual plans. Most existing work formulates this as a text-based coordinate generation task. However, these approaches suffer from several limitations: weak spatial-semantic alignment, inability to handle ambiguous supervision targets, and a mismatch between the dense nature of screen coordinates and the coarse, patch-level granularity of visual features extracted by models like Vision Transformers. In this paper, we propose GUI-Actor, a VLM-based method for coordinate-free GUI grounding. At its core, GUI-Actor introduces an attention-based action head that learns to align a dedicated <ACTOR> token with all relevant visual patch tokens, enabling the model to propose one or more action regions in a single forward pass. In line with this, we further design a grounding verifier to evaluate and select the most plausible action region from the candidates proposed for action execution. Extensive experiments show that GUI-Actor outperforms prior state-of-the-art methods on multiple GUI action grounding benchmarks, with improved generalization to unseen screen resolutions and layouts. Notably, GUI-Actor-7B even surpasses UI-TARS-72B (38.1) on ScreenSpot-Pro, achieving scores of 40.7 with Qwen2-VL and 44.6 with Qwen2.5-VL as backbones. Furthermore, by incorporating the verifier, we find that fine-tuning only the newly introduced action head (~100M parameters for 7B model) while keeping the VLM backbone frozen is sufficient to achieve performance comparable to previous state-of-the-art models, highlighting that GUI-Actor can endow the underlying VLM with effective grounding capabilities without compromising its general-purpose strengths.

Multimodal Self-Instruct: Synthetic Abstract Image and Visual Reasoning Instruction Using Language Model

Although most current large multimodal models (LMMs) can already understand photos of natural scenes and portraits, their understanding of abstract images, e.g., charts, maps, or layouts, and visual reasoning capabilities remains quite rudimentary. They often struggle with simple daily tasks, such as reading time from a clock, understanding a flowchart, or planning a route using a road map. In light of this, we design a multi-modal self-instruct, utilizing large language models and their code capabilities to synthesize massive abstract images and visual reasoning instructions across daily scenarios. Our strategy effortlessly creates a multimodal benchmark with 11,193 instructions for eight visual scenarios: charts, tables, simulated maps, dashboards, flowcharts, relation graphs, floor plans, and visual puzzles. This benchmark, constructed with simple lines and geometric elements, exposes the shortcomings of most advanced LMMs like Claude-3.5-Sonnet and GPT-4o in abstract image understanding, spatial relations reasoning, and visual element induction. Besides, to verify the quality of our synthetic data, we fine-tune an LMM using 62,476 synthetic chart, table and road map instructions. The results demonstrate improved chart understanding and map navigation performance, and also demonstrate potential benefits for other visual reasoning tasks. Our code is available at: https://github.com/zwq2018/Multi-modal-Self-instruct.

  • 11 authors
·
Jul 9, 2024 3

Reconstructing Interacting Hands with Interaction Prior from Monocular Images

Reconstructing interacting hands from monocular images is indispensable in AR/VR applications. Most existing solutions rely on the accurate localization of each skeleton joint. However, these methods tend to be unreliable due to the severe occlusion and confusing similarity among adjacent hand parts. This also defies human perception because humans can quickly imitate an interaction pattern without localizing all joints. Our key idea is to first construct a two-hand interaction prior and recast the interaction reconstruction task as the conditional sampling from the prior. To expand more interaction states, a large-scale multimodal dataset with physical plausibility is proposed. Then a VAE is trained to further condense these interaction patterns as latent codes in a prior distribution. When looking for image cues that contribute to interaction prior sampling, we propose the interaction adjacency heatmap (IAH). Compared with a joint-wise heatmap for localization, IAH assigns denser visible features to those invisible joints. Compared with an all-in-one visible heatmap, it provides more fine-grained local interaction information in each interaction region. Finally, the correlations between the extracted features and corresponding interaction codes are linked by the ViT module. Comprehensive evaluations on benchmark datasets have verified the effectiveness of this framework. The code and dataset are publicly available at https://github.com/binghui-z/InterPrior_pytorch

  • 6 authors
·
Aug 27, 2023

DeltaVLM: Interactive Remote Sensing Image Change Analysis via Instruction-guided Difference Perception

Accurate interpretation of land-cover changes in multi-temporal satellite imagery is critical for real-world scenarios. However, existing methods typically provide only one-shot change masks or static captions, limiting their ability to support interactive, query-driven analysis. In this work, we introduce remote sensing image change analysis (RSICA) as a new paradigm that combines the strengths of change detection and visual question answering to enable multi-turn, instruction-guided exploration of changes in bi-temporal remote sensing images. To support this task, we construct ChangeChat-105k, a large-scale instruction-following dataset, generated through a hybrid rule-based and GPT-assisted process, covering six interaction types: change captioning, classification, quantification, localization, open-ended question answering, and multi-turn dialogues. Building on this dataset, we propose DeltaVLM, an end-to-end architecture tailored for interactive RSICA. DeltaVLM features three innovations: (1) a fine-tuned bi-temporal vision encoder to capture temporal differences; (2) a visual difference perception module with a cross-semantic relation measuring (CSRM) mechanism to interpret changes; and (3) an instruction-guided Q-former to effectively extract query-relevant difference information from visual changes, aligning them with textual instructions. We train DeltaVLM on ChangeChat-105k using a frozen large language model, adapting only the vision and alignment modules to optimize efficiency. Extensive experiments and ablation studies demonstrate that DeltaVLM achieves state-of-the-art performance on both single-turn captioning and multi-turn interactive change analysis, outperforming existing multimodal large language models and remote sensing vision-language models. Code, dataset and pre-trained weights are available at https://github.com/hanlinwu/DeltaVLM.

  • 3 authors
·
Jul 29

Synthetic Map Generation to Provide Unlimited Training Data for Historical Map Text Detection

Many historical map sheets are publicly available for studies that require long-term historical geographic data. The cartographic design of these maps includes a combination of map symbols and text labels. Automatically reading text labels from map images could greatly speed up the map interpretation and helps generate rich metadata describing the map content. Many text detection algorithms have been proposed to locate text regions in map images automatically, but most of the algorithms are trained on out-ofdomain datasets (e.g., scenic images). Training data determines the quality of machine learning models, and manually annotating text regions in map images is labor-extensive and time-consuming. On the other hand, existing geographic data sources, such as Open- StreetMap (OSM), contain machine-readable map layers, which allow us to separate out the text layer and obtain text label annotations easily. However, the cartographic styles between OSM map tiles and historical maps are significantly different. This paper proposes a method to automatically generate an unlimited amount of annotated historical map images for training text detection models. We use a style transfer model to convert contemporary map images into historical style and place text labels upon them. We show that the state-of-the-art text detection models (e.g., PSENet) can benefit from the synthetic historical maps and achieve significant improvement for historical map text detection.

  • 5 authors
·
Dec 11, 2021

Understanding Mobile GUI: from Pixel-Words to Screen-Sentences

The ubiquity of mobile phones makes mobile GUI understanding an important task. Most previous works in this domain require human-created metadata of screens (e.g. View Hierarchy) during inference, which unfortunately is often not available or reliable enough for GUI understanding. Inspired by the impressive success of Transformers in NLP tasks, targeting for purely vision-based GUI understanding, we extend the concepts of Words/Sentence to Pixel-Words/Screen-Sentence, and propose a mobile GUI understanding architecture: Pixel-Words to Screen-Sentence (PW2SS). In analogy to the individual Words, we define the Pixel-Words as atomic visual components (text and graphic components), which are visually consistent and semantically clear across screenshots of a large variety of design styles. The Pixel-Words extracted from a screenshot are aggregated into Screen-Sentence with a Screen Transformer proposed to model their relations. Since the Pixel-Words are defined as atomic visual components, the ambiguity between their visual appearance and semantics is dramatically reduced. We are able to make use of metadata available in training data to auto-generate high-quality annotations for Pixel-Words. A dataset, RICO-PW, of screenshots with Pixel-Words annotations is built based on the public RICO dataset, which will be released to help to address the lack of high-quality training data in this area. We train a detector to extract Pixel-Words from screenshots on this dataset and achieve metadata-free GUI understanding during inference. We conduct experiments and show that Pixel-Words can be well extracted on RICO-PW and well generalized to a new dataset, P2S-UI, collected by ourselves. The effectiveness of PW2SS is further verified in the GUI understanding tasks including relation prediction, clickability prediction, screen retrieval, and app type classification.

  • 6 authors
·
May 25, 2021

V2P: From Background Suppression to Center Peaking for Robust GUI Grounding Task

Precise localization of GUI elements is crucial for the development of GUI agents. Traditional methods rely on bounding box or center-point regression, neglecting spatial interaction uncertainty and visual-semantic hierarchies. Recent methods incorporate attention mechanisms but still face two key issues: (1) ignoring processing background regions causes attention drift from the desired area, and (2) uniform labeling fails to distinguish between center and edges of the target UI element, leading to click imprecision. Inspired by how humans visually process and interact with GUI elements, we propose the Valley-to-Peak (V2P) method to address these issues. To mitigate background distractions, V2P introduces a suppression attention mechanism that minimizes the model's focus on irrelevant regions to highlight the intended region. For the issue of center-edge distinction, V2P applies a Fitts' Law-inspired approach by modeling GUI interactions as 2D Gaussian heatmaps where the weight gradually decreases from the center towards the edges. The weight distribution follows a Gaussian function, with the variance determined by the target's size. Consequently, V2P effectively isolates the target area and teaches the model to concentrate on the most essential point of the UI element. The model trained by V2P achieves the performance with 92.3% and 50.5% on two benchmarks ScreenSpot-v2 and ScreenSpot-Pro. Ablations further confirm each component's contribution, highlighting V2P's generalizability for precise GUI grounding tasks.

  • 6 authors
·
Aug 19

Mobile-Env: An Evaluation Platform and Benchmark for Interactive Agents in LLM Era

Diverse evaluation benchmarks play a crucial role to assess a wide range of capabilities of large language models (LLM). Although plenty of endeavors have been dedicated to building valuable benchmarks, there is still little work aiming at evaluating the capability of LLM in multistep interactive environments. Noticing that LLM requires a text representation of the environment observations for interaction, we choose to fill such a blank by building a novel benchmark based on the information user interface (InfoUI). InfoUI consists of rich text contents and can be represented in some text formats, thus is suitable for the assessment of interaction ability of LLM. Additionally, the complex structures of InfoUI can further raise a challenge for LLM to understand structured texts rather than plain texts. An interaction platform is always used to evaluate an agent, however, there is still a lack of a satisfactory interaction platform dedicated to InfoUI. Consequently, we propose to build a novel easily-extendable, adaptable, and close-to-reality interaction platform, Mobile-Env, to provide a base for an appropriate benchmark. Based on Mobile-Env, an InfoUI task set WikiHow is then built to establish a benchmark for the multistep interaction capability of LLM in structured text-based environments. Agents based on a series of LLMs are tested on the task set to obtain an insight into the potential and challenge of LLM for InfoUI interaction. It is sincerely welcome that the community contribute new environments and new task sets for Mobile-Env to provide better test benchmarks and facilitate the development of the corresponding domains.

  • 5 authors
·
May 14, 2023

GUing: A Mobile GUI Search Engine using a Vision-Language Model

App developers use the Graphical User Interface (GUI) of other apps as an important source of inspiration to design and improve their own apps. In recent years, research suggested various approaches to retrieve GUI designs that fit a certain text query from screenshot datasets acquired through automated GUI exploration. However, such text-to-GUI retrieval approaches only leverage the textual information of the GUI elements in the screenshots, neglecting visual information such as icons or background images. In addition, the retrieved screenshots are not steered by app developers and often lack important app features, e.g. whose UI pages require user authentication. To overcome these limitations, this paper proposes GUing, a GUI search engine based on a vision-language model called UIClip, which we trained specifically for the app GUI domain. For this, we first collected app introduction images from Google Play, which usually display the most representative screenshots selected and often captioned (i.e. labeled) by app vendors. Then, we developed an automated pipeline to classify, crop, and extract the captions from these images. This finally results in a large dataset which we share with this paper: including 303k app screenshots, out of which 135k have captions. We used this dataset to train a novel vision-language model, which is, to the best of our knowledge, the first of its kind in GUI retrieval. We evaluated our approach on various datasets from related work and in manual experiment. The results demonstrate that our model outperforms previous approaches in text-to-GUI retrieval achieving a Recall@10 of up to 0.69 and a HIT@10 of 0.91. We also explored the performance of UIClip for other GUI tasks including GUI classification and Sketch-to-GUI retrieval with encouraging results.

  • 7 authors
·
Apr 30, 2024

vS-Graphs: Integrating Visual SLAM and Situational Graphs through Multi-level Scene Understanding

Current Visual Simultaneous Localization and Mapping (VSLAM) systems often struggle to create maps that are both semantically rich and easily interpretable. While incorporating semantic scene knowledge aids in building richer maps with contextual associations among mapped objects, representing them in structured formats like scene graphs has not been widely addressed, encountering complex map comprehension and limited scalability. This paper introduces visual S-Graphs (vS-Graphs), a novel real-time VSLAM framework that integrates vision-based scene understanding with map reconstruction and comprehensible graph-based representation. The framework infers structural elements (i.e., rooms and corridors) from detected building components (i.e., walls and ground surfaces) and incorporates them into optimizable 3D scene graphs. This solution enhances the reconstructed map's semantic richness, comprehensibility, and localization accuracy. Extensive experiments on standard benchmarks and real-world datasets demonstrate that vS-Graphs outperforms state-of-the-art VSLAM methods, reducing trajectory error by an average of 3.38% and up to 9.58% on real-world data. Furthermore, the proposed framework achieves environment-driven semantic entity detection accuracy comparable to precise LiDAR-based frameworks using only visual features. A web page containing more media and evaluation outcomes is available on https://snt-arg.github.io/vsgraphs-results/.

An Automatic Approach for Generating Rich, Linked Geo-Metadata from Historical Map Images

Historical maps contain detailed geographic information difficult to find elsewhere covering long-periods of time (e.g., 125 years for the historical topographic maps in the US). However, these maps typically exist as scanned images without searchable metadata. Existing approaches making historical maps searchable rely on tedious manual work (including crowd-sourcing) to generate the metadata (e.g., geolocations and keywords). Optical character recognition (OCR) software could alleviate the required manual work, but the recognition results are individual words instead of location phrases (e.g., "Black" and "Mountain" vs. "Black Mountain"). This paper presents an end-to-end approach to address the real-world problem of finding and indexing historical map images. This approach automatically processes historical map images to extract their text content and generates a set of metadata that is linked to large external geospatial knowledge bases. The linked metadata in the RDF (Resource Description Framework) format support complex queries for finding and indexing historical maps, such as retrieving all historical maps covering mountain peaks higher than 1,000 meters in California. We have implemented the approach in a system called mapKurator. We have evaluated mapKurator using historical maps from several sources with various map styles, scales, and coverage. Our results show significant improvement over the state-of-the-art methods. The code has been made publicly available as modules of the Kartta Labs project at https://github.com/kartta-labs/Project.

  • 7 authors
·
Dec 2, 2021

InterFormer: Real-time Interactive Image Segmentation

Interactive image segmentation enables annotators to efficiently perform pixel-level annotation for segmentation tasks. However, the existing interactive segmentation pipeline suffers from inefficient computations of interactive models because of the following two issues. First, annotators' later click is based on models' feedback of annotators' former click. This serial interaction is unable to utilize model's parallelism capabilities. Second, in each interaction step, the model handles the invariant image along with the sparse variable clicks, resulting in a process that's highly repetitive and redundant. For efficient computations, we propose a method named InterFormer that follows a new pipeline to address these issues. InterFormer extracts and preprocesses the computationally time-consuming part i.e. image processing from the existing process. Specifically, InterFormer employs a large vision transformer (ViT) on high-performance devices to preprocess images in parallel, and then uses a lightweight module called interactive multi-head self attention (I-MSA) for interactive segmentation. Furthermore, the I-MSA module's deployment on low-power devices extends the practical application of interactive segmentation. The I-MSA module utilizes the preprocessed features to efficiently response to the annotator inputs in real-time. The experiments on several datasets demonstrate the effectiveness of InterFormer, which outperforms previous interactive segmentation models in terms of computational efficiency and segmentation quality, achieve real-time high-quality interactive segmentation on CPU-only devices. The code is available at https://github.com/YouHuang67/InterFormer.

  • 7 authors
·
Apr 6, 2023 2

InteractEdit: Zero-Shot Editing of Human-Object Interactions in Images

This paper presents InteractEdit, a novel framework for zero-shot Human-Object Interaction (HOI) editing, addressing the challenging task of transforming an existing interaction in an image into a new, desired interaction while preserving the identities of the subject and object. Unlike simpler image editing scenarios such as attribute manipulation, object replacement or style transfer, HOI editing involves complex spatial, contextual, and relational dependencies inherent in humans-objects interactions. Existing methods often overfit to the source image structure, limiting their ability to adapt to the substantial structural modifications demanded by new interactions. To address this, InteractEdit decomposes each scene into subject, object, and background components, then employs Low-Rank Adaptation (LoRA) and selective fine-tuning to preserve pretrained interaction priors while learning the visual identity of the source image. This regularization strategy effectively balances interaction edits with identity consistency. We further introduce IEBench, the most comprehensive benchmark for HOI editing, which evaluates both interaction editing and identity preservation. Our extensive experiments show that InteractEdit significantly outperforms existing methods, establishing a strong baseline for future HOI editing research and unlocking new possibilities for creative and practical applications. Code will be released upon publication.

  • 8 authors
·
Mar 12

HAIChart: Human and AI Paired Visualization System

The growing importance of data visualization in business intelligence and data science emphasizes the need for tools that can efficiently generate meaningful visualizations from large datasets. Existing tools fall into two main categories: human-powered tools (e.g., Tableau and PowerBI), which require intensive expert involvement, and AI-powered automated tools (e.g., Draco and Table2Charts), which often fall short of guessing specific user needs. In this paper, we aim to achieve the best of both worlds. Our key idea is to initially auto-generate a set of high-quality visualizations to minimize manual effort, then refine this process iteratively with user feedback to more closely align with their needs. To this end, we present HAIChart, a reinforcement learning-based framework designed to iteratively recommend good visualizations for a given dataset by incorporating user feedback. Specifically, we propose a Monte Carlo Graph Search-based visualization generation algorithm paired with a composite reward function to efficiently explore the visualization space and automatically generate good visualizations. We devise a visualization hints mechanism to actively incorporate user feedback, thus progressively refining the visualization generation module. We further prove that the top-k visualization hints selection problem is NP-hard and design an efficient algorithm. We conduct both quantitative evaluations and user studies, showing that HAIChart significantly outperforms state-of-the-art human-powered tools (21% better at Recall and 1.8 times faster) and AI-powered automatic tools (25.1% and 14.9% better in terms of Hit@3 and R10@30, respectively).

  • 4 authors
·
Jun 16, 2024

GAEA: A Geolocation Aware Conversational Model

Image geolocalization, in which, traditionally, an AI model predicts the precise GPS coordinates of an image is a challenging task with many downstream applications. However, the user cannot utilize the model to further their knowledge other than the GPS coordinate; the model lacks an understanding of the location and the conversational ability to communicate with the user. In recent days, with tremendous progress of large multimodal models (LMMs) proprietary and open-source researchers have attempted to geolocalize images via LMMs. However, the issues remain unaddressed; beyond general tasks, for more specialized downstream tasks, one of which is geolocalization, LMMs struggle. In this work, we propose to solve this problem by introducing a conversational model GAEA that can provide information regarding the location of an image, as required by a user. No large-scale dataset enabling the training of such a model exists. Thus we propose a comprehensive dataset GAEA with 800K images and around 1.6M question answer pairs constructed by leveraging OpenStreetMap (OSM) attributes and geographical context clues. For quantitative evaluation, we propose a diverse benchmark comprising 4K image-text pairs to evaluate conversational capabilities equipped with diverse question types. We consider 11 state-of-the-art open-source and proprietary LMMs and demonstrate that GAEA significantly outperforms the best open-source model, LLaVA-OneVision by 25.69% and the best proprietary model, GPT-4o by 8.28%. Our dataset, model and codes are available

  • 6 authors
·
Mar 20 2

Intelligent Go-Explore: Standing on the Shoulders of Giant Foundation Models

Go-Explore is a powerful family of algorithms designed to solve hard-exploration problems, built on the principle of archiving discovered states, and iteratively returning to and exploring from the most promising states. This approach has led to superhuman performance across a wide variety of challenging problems including Atari games and robotic control, but requires manually designing heuristics to guide exploration, which is time-consuming and infeasible in general. To resolve this, we propose Intelligent Go-Explore (IGE) which greatly extends the scope of the original Go-Explore by replacing these heuristics with the intelligence and internalized human notions of interestingness captured by giant foundation models (FMs). This provides IGE with a human-like ability to instinctively identify how interesting or promising any new state is (e.g. discovering new objects, locations, or behaviors), even in complex environments where heuristics are hard to define. Moreover, IGE offers the exciting and previously impossible opportunity to recognize and capitalize on serendipitous discoveries that cannot be predicted ahead of time. We evaluate IGE on a range of language-based tasks that require search and exploration. In Game of 24, a multistep mathematical reasoning problem, IGE reaches 100% success rate 70.8% faster than the best classic graph search baseline. Next, in BabyAI-Text, a challenging partially observable gridworld, IGE exceeds the previous SOTA with orders of magnitude fewer online samples. Finally, in TextWorld, we show the unique ability of IGE to succeed in settings requiring long-horizon exploration where prior SOTA FM agents like Reflexion completely fail. Overall, IGE combines the tremendous strengths of FMs and the powerful Go-Explore algorithm, opening up a new frontier of research into creating more generally capable agents with impressive exploration capabilities.

  • 3 authors
·
May 23, 2024

VecCity: A Taxonomy-guided Library for Map Entity Representation Learning

Electronic maps consist of diverse entities, such as points of interest (POIs), road networks, and land parcels, playing a vital role in applications like ITS and LBS. Map entity representation learning (MapRL) generates versatile and reusable data representations, providing essential tools for efficiently managing and utilizing map entity data. Despite the progress in MapRL, two key challenges constrain further development. First, existing research is fragmented, with models classified by the type of map entity, limiting the reusability of techniques across different tasks. Second, the lack of unified benchmarks makes systematic evaluation and comparison of models difficult. To address these challenges, we propose a novel taxonomy for MapRL that organizes models based on functional module-such as encoders, pre-training tasks, and downstream tasks-rather than by entity type. Building on this taxonomy, we present a taxonomy-driven library, VecCity, which offers easy-to-use interfaces for encoding, pre-training, fine-tuning, and evaluation. The library integrates datasets from nine cities and reproduces 21 mainstream MapRL models, establishing the first standardized benchmarks for the field. VecCity also allows users to modify and extend models through modular components, facilitating seamless experimentation. Our comprehensive experiments cover multiple types of map entities and evaluate 21 VecCity pre-built models across various downstream tasks. Experimental results demonstrate the effectiveness of VecCity in streamlining model development and provide insights into the impact of various components on performance. By promoting modular design and reusability, VecCity offers a unified framework to advance research and innovation in MapRL. The code is available at https://github.com/Bigscity-VecCity/VecCity.

  • 4 authors
·
Oct 31, 2024

nnInteractive: Redefining 3D Promptable Segmentation

Accurate and efficient 3D segmentation is essential for both clinical and research applications. While foundation models like SAM have revolutionized interactive segmentation, their 2D design and domain shift limitations make them ill-suited for 3D medical images. Current adaptations address some of these challenges but remain limited, either lacking volumetric awareness, offering restricted interactivity, or supporting only a small set of structures and modalities. Usability also remains a challenge, as current tools are rarely integrated into established imaging platforms and often rely on cumbersome web-based interfaces with restricted functionality. We introduce nnInteractive, the first comprehensive 3D interactive open-set segmentation method. It supports diverse prompts-including points, scribbles, boxes, and a novel lasso prompt-while leveraging intuitive 2D interactions to generate full 3D segmentations. Trained on 120+ diverse volumetric 3D datasets (CT, MRI, PET, 3D Microscopy, etc.), nnInteractive sets a new state-of-the-art in accuracy, adaptability, and usability. Crucially, it is the first method integrated into widely used image viewers (e.g., Napari, MITK), ensuring broad accessibility for real-world clinical and research applications. Extensive benchmarking demonstrates that nnInteractive far surpasses existing methods, setting a new standard for AI-driven interactive 3D segmentation. nnInteractive is publicly available: https://github.com/MIC-DKFZ/napari-nninteractive (Napari plugin), https://www.mitk.org/MITK-nnInteractive (MITK integration), https://github.com/MIC-DKFZ/nnInteractive (Python backend).

  • 13 authors
·
Mar 11

Where We Are and What We're Looking At: Query Based Worldwide Image Geo-localization Using Hierarchies and Scenes

Determining the exact latitude and longitude that a photo was taken is a useful and widely applicable task, yet it remains exceptionally difficult despite the accelerated progress of other computer vision tasks. Most previous approaches have opted to learn a single representation of query images, which are then classified at different levels of geographic granularity. These approaches fail to exploit the different visual cues that give context to different hierarchies, such as the country, state, and city level. To this end, we introduce an end-to-end transformer-based architecture that exploits the relationship between different geographic levels (which we refer to as hierarchies) and the corresponding visual scene information in an image through hierarchical cross-attention. We achieve this by learning a query for each geographic hierarchy and scene type. Furthermore, we learn a separate representation for different environmental scenes, as different scenes in the same location are often defined by completely different visual features. We achieve state of the art street level accuracy on 4 standard geo-localization datasets : Im2GPS, Im2GPS3k, YFCC4k, and YFCC26k, as well as qualitatively demonstrate how our method learns different representations for different visual hierarchies and scenes, which has not been demonstrated in the previous methods. These previous testing datasets mostly consist of iconic landmarks or images taken from social media, which makes them either a memorization task, or biased towards certain places. To address this issue we introduce a much harder testing dataset, Google-World-Streets-15k, comprised of images taken from Google Streetview covering the whole planet and present state of the art results. Our code will be made available in the camera-ready version.

  • 5 authors
·
Mar 7, 2023

MapNav: A Novel Memory Representation via Annotated Semantic Maps for VLM-based Vision-and-Language Navigation

Vision-and-language navigation (VLN) is a key task in Embodied AI, requiring agents to navigate diverse and unseen environments while following natural language instructions. Traditional approaches rely heavily on historical observations as spatio-temporal contexts for decision making, leading to significant storage and computational overhead. In this paper, we introduce MapNav, a novel end-to-end VLN model that leverages Annotated Semantic Map (ASM) to replace historical frames. Specifically, our approach constructs a top-down semantic map at the start of each episode and update it at each timestep, allowing for precise object mapping and structured navigation information. Then, we enhance this map with explicit textual labels for key regions, transforming abstract semantics into clear navigation cues and generate our ASM. MapNav agent using the constructed ASM as input, and use the powerful end-to-end capabilities of VLM to empower VLN. Extensive experiments demonstrate that MapNav achieves state-of-the-art (SOTA) performance in both simulated and real-world environments, validating the effectiveness of our method. Moreover, we will release our ASM generation source code and dataset to ensure reproducibility, contributing valuable resources to the field. We believe that our proposed MapNav can be used as a new memory representation method in VLN, paving the way for future research in this field.

  • 10 authors
·
Feb 19

SpaText: Spatio-Textual Representation for Controllable Image Generation

Recent text-to-image diffusion models are able to generate convincing results of unprecedented quality. However, it is nearly impossible to control the shapes of different regions/objects or their layout in a fine-grained fashion. Previous attempts to provide such controls were hindered by their reliance on a fixed set of labels. To this end, we present SpaText - a new method for text-to-image generation using open-vocabulary scene control. In addition to a global text prompt that describes the entire scene, the user provides a segmentation map where each region of interest is annotated by a free-form natural language description. Due to lack of large-scale datasets that have a detailed textual description for each region in the image, we choose to leverage the current large-scale text-to-image datasets and base our approach on a novel CLIP-based spatio-textual representation, and show its effectiveness on two state-of-the-art diffusion models: pixel-based and latent-based. In addition, we show how to extend the classifier-free guidance method in diffusion models to the multi-conditional case and present an alternative accelerated inference algorithm. Finally, we offer several automatic evaluation metrics and use them, in addition to FID scores and a user study, to evaluate our method and show that it achieves state-of-the-art results on image generation with free-form textual scene control.

  • 9 authors
·
Nov 25, 2022

Think Twice, Click Once: Enhancing GUI Grounding via Fast and Slow Systems

Humans can flexibly switch between different modes of thinking based on task complexity: from rapid intuitive judgments to in-depth analytical understanding. However, current Graphical User Interface (GUI) grounding systems which locate interface elements based on natural language instructions rely solely on immediate prediction without reasoning, struggling to understand complex interface layouts with nested structures and hierarchical relationships, limiting their effectiveness on complex interfaces. Inspired by human dual-system cognition, we present Focus, a novel GUI grounding framework that combines fast prediction with systematic analysis. The framework dynamically switches between rapid and deliberate processing through an adaptive system switching based on task complexity, optimizing both efficiency and accuracy. Focus decomposes grounding into progressive stages: interface summarization, visual focused analysis, and precise coordinate prediction. This structured decomposition enables systematic understanding of both interface layouts and visual relationships. Extensive experiments show that Focus achieves state-of-the-art performance using only 300K of the training data with a 2B parameter model compared to existing approaches. Focus demonstrates superior performance particularly in complex GUI scenarios, achieving 77.4% average accuracy on ScreenSpot and 13.3% on the more challenging ScreenSpot-Pro. Our analysis reveals the effectiveness of this dual-system approach while demonstrating its potential for improving complex GUI interaction scenarios.

  • 10 authors
·
Mar 9

VectorMapNet: End-to-end Vectorized HD Map Learning

Autonomous driving systems require High-Definition (HD) semantic maps to navigate around urban roads. Existing solutions approach the semantic mapping problem by offline manual annotation, which suffers from serious scalability issues. Recent learning-based methods produce dense rasterized segmentation predictions to construct maps. However, these predictions do not include instance information of individual map elements and require heuristic post-processing to obtain vectorized maps. To tackle these challenges, we introduce an end-to-end vectorized HD map learning pipeline, termed VectorMapNet. VectorMapNet takes onboard sensor observations and predicts a sparse set of polylines in the bird's-eye view. This pipeline can explicitly model the spatial relation between map elements and generate vectorized maps that are friendly to downstream autonomous driving tasks. Extensive experiments show that VectorMapNet achieve strong map learning performance on both nuScenes and Argoverse2 dataset, surpassing previous state-of-the-art methods by 14.2 mAP and 14.6mAP. Qualitatively, VectorMapNet is capable of generating comprehensive maps and capturing fine-grained details of road geometry. To the best of our knowledge, VectorMapNet is the first work designed towards end-to-end vectorized map learning from onboard observations. Our project website is available at https://tsinghua-mars-lab.github.io/vectormapnet/.

  • 5 authors
·
Jun 17, 2022

InteractScience: Programmatic and Visually-Grounded Evaluation of Interactive Scientific Demonstration Code Generation

Large Language Models (LLMs) are increasingly capable of generating complete applications from natural language instructions, creating new opportunities in science and education. In these domains, interactive scientific demonstrations are particularly valuable for explaining concepts, supporting new teaching methods, and presenting research findings. Generating such demonstrations requires models to combine accurate scientific knowledge with the ability to implement interactive front-end code that behaves correctly and responds to user actions. This capability goes beyond the scope of existing benchmarks, which typically evaluate either knowledge question answering without grounding in code or static web code generation without scientific interactivity. To evaluate this integrated ability, we design a hybrid framework that combines programmatic functional testing to rigorously verify interaction logic with visually-grounded qualitative testing to assess rendered outputs against reference snapshots. Building on this framework, we present InteractScience, a benchmark consisting of a substantial set of carefully designed questions across five scientific domains, each paired with unit tests, reference snapshots, and checklists. We evaluate 30 leading open- and closed-source LLMs and report results that highlight ongoing weaknesses in integrating domain knowledge with interactive front-end coding. Our work positions InteractScience as the first benchmark to automatically measure this combined capability with realistic interactive operations, providing a foundation for advancing reliable and educationally useful scientific demonstration code generation. All code and data are publicly available at https://github.com/open-compass/InteractScience.

  • 7 authors
·
Oct 10

Leveraging Vision-Language Models for Visual Grounding and Analysis of Automotive UI

Modern automotive infotainment systems require intelligent and adaptive solutions to handle frequent User Interface (UI) updates and diverse design variations. We introduce a vision-language framework for understanding and interacting with automotive infotainment systems, enabling seamless adaptation across different UI designs. To further support research in this field, we release AutomotiveUI-Bench-4K, an open-source dataset of 998 images with 4,208 annotations. Additionally, we present a synthetic data pipeline to generate training data. We fine-tune a Molmo-7B-based model using Low-Rank Adaptation (LoRa) and incorporating reasoning generated by our pipeline, along with visual grounding and evaluation capabilities. The fine-tuned Evaluative Large Action Model (ELAM) achieves strong performance on AutomotiveUI-Bench-4K (model and dataset are available on Hugging Face) and demonstrating strong cross-domain generalization, including a +5.2% improvement on ScreenSpot over the baseline model. Notably, our approach achieves 80.4% average accuracy on ScreenSpot, closely matching or even surpassing specialized models for desktop, mobile, and web, such as ShowUI, despite being trained for the infotainment domain. This research investigates how data collection and subsequent fine-tuning can lead to AI-driven progress within automotive UI understanding and interaction. The applied method is cost-efficient and fine-tuned models can be deployed on consumer-grade GPUs.

  • 4 authors
·
May 9

Multi-interactive Feature Learning and a Full-time Multi-modality Benchmark for Image Fusion and Segmentation

Multi-modality image fusion and segmentation play a vital role in autonomous driving and robotic operation. Early efforts focus on boosting the performance for only one task, e.g., fusion or segmentation, making it hard to reach~`Best of Both Worlds'. To overcome this issue, in this paper, we propose a Multi-interactive Feature learning architecture for image fusion and Segmentation, namely SegMiF, and exploit dual-task correlation to promote the performance of both tasks. The SegMiF is of a cascade structure, containing a fusion sub-network and a commonly used segmentation sub-network. By slickly bridging intermediate features between two components, the knowledge learned from the segmentation task can effectively assist the fusion task. Also, the benefited fusion network supports the segmentation one to perform more pretentiously. Besides, a hierarchical interactive attention block is established to ensure fine-grained mapping of all the vital information between two tasks, so that the modality/semantic features can be fully mutual-interactive. In addition, a dynamic weight factor is introduced to automatically adjust the corresponding weights of each task, which can balance the interactive feature correspondence and break through the limitation of laborious tuning. Furthermore, we construct a smart multi-wave binocular imaging system and collect a full-time multi-modality benchmark with 15 annotated pixel-level categories for image fusion and segmentation. Extensive experiments on several public datasets and our benchmark demonstrate that the proposed method outputs visually appealing fused images and perform averagely 7.66% higher segmentation mIoU in the real-world scene than the state-of-the-art approaches. The source code and benchmark are available at https://github.com/JinyuanLiu-CV/SegMiF.

  • 8 authors
·
Aug 3, 2023

GeoGround: A Unified Large Vision-Language Model. for Remote Sensing Visual Grounding

Remote sensing (RS) visual grounding aims to use natural language expression to locate specific objects (in the form of the bounding box or segmentation mask) in RS images, enhancing human interaction with intelligent RS interpretation systems. Early research in this area was primarily based on horizontal bounding boxes (HBBs), but as more diverse RS datasets have become available, tasks involving oriented bounding boxes (OBBs) and segmentation masks have emerged. In practical applications, different targets require different grounding types: HBB can localize an object's position, OBB provides its orientation, and mask depicts its shape. However, existing specialized methods are typically tailored to a single type of RS visual grounding task and are hard to generalize across tasks. In contrast, large vision-language models (VLMs) exhibit powerful multi-task learning capabilities but struggle to handle dense prediction tasks like segmentation. This paper proposes GeoGround, a novel framework that unifies support for HBB, OBB, and mask RS visual grounding tasks, allowing flexible output selection. Rather than customizing the architecture of VLM, our work aims to elegantly support pixel-level visual grounding output through the Text-Mask technique. We define prompt-assisted and geometry-guided learning to enhance consistency across different signals. To support model training, we present refGeo, a large-scale RS visual instruction-following dataset containing 161k image-text pairs. Experimental results show that GeoGround demonstrates strong performance across four RS visual grounding tasks, matching or surpassing the performance of specialized methods on multiple benchmarks. Code available at https://github.com/zytx121/GeoGround

  • 7 authors
·
Nov 16, 2024

Visual Language Maps for Robot Navigation

Grounding language to the visual observations of a navigating agent can be performed using off-the-shelf visual-language models pretrained on Internet-scale data (e.g., image captions). While this is useful for matching images to natural language descriptions of object goals, it remains disjoint from the process of mapping the environment, so that it lacks the spatial precision of classic geometric maps. To address this problem, we propose VLMaps, a spatial map representation that directly fuses pretrained visual-language features with a 3D reconstruction of the physical world. VLMaps can be autonomously built from video feed on robots using standard exploration approaches and enables natural language indexing of the map without additional labeled data. Specifically, when combined with large language models (LLMs), VLMaps can be used to (i) translate natural language commands into a sequence of open-vocabulary navigation goals (which, beyond prior work, can be spatial by construction, e.g., "in between the sofa and TV" or "three meters to the right of the chair") directly localized in the map, and (ii) can be shared among multiple robots with different embodiments to generate new obstacle maps on-the-fly (by using a list of obstacle categories). Extensive experiments carried out in simulated and real world environments show that VLMaps enable navigation according to more complex language instructions than existing methods. Videos are available at https://vlmaps.github.io.

  • 4 authors
·
Oct 11, 2022

A Survey on (M)LLM-Based GUI Agents

Graphical User Interface (GUI) Agents have emerged as a transformative paradigm in human-computer interaction, evolving from rule-based automation scripts to sophisticated AI-driven systems capable of understanding and executing complex interface operations. This survey provides a comprehensive examination of the rapidly advancing field of LLM-based GUI Agents, systematically analyzing their architectural foundations, technical components, and evaluation methodologies. We identify and analyze four fundamental components that constitute modern GUI Agents: (1) perception systems that integrate text-based parsing with multimodal understanding for comprehensive interface comprehension; (2) exploration mechanisms that construct and maintain knowledge bases through internal modeling, historical experience, and external information retrieval; (3) planning frameworks that leverage advanced reasoning methodologies for task decomposition and execution; and (4) interaction systems that manage action generation with robust safety controls. Through rigorous analysis of these components, we reveal how recent advances in large language models and multimodal learning have revolutionized GUI automation across desktop, mobile, and web platforms. We critically examine current evaluation frameworks, highlighting methodological limitations in existing benchmarks while proposing directions for standardization. This survey also identifies key technical challenges, including accurate element localization, effective knowledge retrieval, long-horizon planning, and safety-aware execution control, while outlining promising research directions for enhancing GUI Agents' capabilities. Our systematic review provides researchers and practitioners with a thorough understanding of the field's current state and offers insights into future developments in intelligent interface automation.

  • 15 authors
·
Mar 27

Zero-Shot Vision-and-Language Navigation with Collision Mitigation in Continuous Environment

We propose the zero-shot Vision-and-Language Navigation with Collision Mitigation (VLN-CM), which takes these considerations. VLN-CM is composed of four modules and predicts the direction and distance of the next movement at each step. We utilize large foundation models for each modules. To select the direction, we use the Attention Spot Predictor (ASP), View Selector (VS), and Progress Monitor (PM). The ASP employs a Large Language Model (e.g. ChatGPT) to split navigation instructions into attention spots, which are objects or scenes at the location to move to (e.g. a yellow door). The VS selects from panorama images provided at 30-degree intervals the one that includes the attention spot, using CLIP similarity. We then choose the angle of the selected image as the direction to move in. The PM uses a rule-based approach to decide which attention spot to focus on next, among multiple spots derived from the instructions. If the similarity between the current attention spot and the visual observations decreases consecutively at each step, the PM determines that the agent has passed the current spot and moves on to the next one. For selecting the distance to move, we employed the Open Map Predictor (OMP). The OMP uses panorama depth information to predict an occupancy mask. We then selected a collision-free distance in the predicted direction based on the occupancy mask. We evaluated our method using the validation data of VLN-CE. Our approach showed better performance than several baseline methods, and the OPM was effective in mitigating collisions for the agent.

  • 4 authors
·
Oct 7, 2024

ShowUI: One Vision-Language-Action Model for GUI Visual Agent

Building Graphical User Interface (GUI) assistants holds significant promise for enhancing human workflow productivity. While most agents are language-based, relying on closed-source API with text-rich meta-information (e.g., HTML or accessibility tree), they show limitations in perceiving UI visuals as humans do, highlighting the need for GUI visual agents. In this work, we develop a vision-language-action model in digital world, namely ShowUI, which features the following innovations: (i) UI-Guided Visual Token Selection to reduce computational costs by formulating screenshots as an UI connected graph, adaptively identifying their redundant relationship and serve as the criteria for token selection during self-attention blocks; (ii) Interleaved Vision-Language-Action Streaming that flexibly unifies diverse needs within GUI tasks, enabling effective management of visual-action history in navigation or pairing multi-turn query-action sequences per screenshot to enhance training efficiency; (iii) Small-scale High-quality GUI Instruction-following Datasets by careful data curation and employing a resampling strategy to address significant data type imbalances. With above components, ShowUI, a lightweight 2B model using 256K data, achieves a strong 75.1% accuracy in zero-shot screenshot grounding. Its UI-guided token selection further reduces 33% of redundant visual tokens during training and speeds up the performance by 1.4x. Navigation experiments across web Mind2Web, mobile AITW, and online MiniWob environments further underscore the effectiveness and potential of our model in advancing GUI visual agents. The models are available at https://github.com/showlab/ShowUI.

  • 9 authors
·
Nov 26, 2024 3

AGILE3D: Attention Guided Interactive Multi-object 3D Segmentation

During interactive segmentation, a model and a user work together to delineate objects of interest in a 3D point cloud. In an iterative process, the model assigns each data point to an object (or the background), while the user corrects errors in the resulting segmentation and feeds them back into the model. The current best practice formulates the problem as binary classification and segments objects one at a time. The model expects the user to provide positive clicks to indicate regions wrongly assigned to the background and negative clicks on regions wrongly assigned to the object. Sequentially visiting objects is wasteful since it disregards synergies between objects: a positive click for a given object can, by definition, serve as a negative click for nearby objects. Moreover, a direct competition between adjacent objects can speed up the identification of their common boundary. We introduce AGILE3D, an efficient, attention-based model that (1) supports simultaneous segmentation of multiple 3D objects, (2) yields more accurate segmentation masks with fewer user clicks, and (3) offers faster inference. Our core idea is to encode user clicks as spatial-temporal queries and enable explicit interactions between click queries as well as between them and the 3D scene through a click attention module. Every time new clicks are added, we only need to run a lightweight decoder that produces updated segmentation masks. In experiments with four different 3D point cloud datasets, AGILE3D sets a new state-of-the-art. Moreover, we also verify its practicality in real-world setups with real user studies.

  • 7 authors
·
Jun 1, 2023

VideoGUI: A Benchmark for GUI Automation from Instructional Videos

Graphical User Interface (GUI) automation holds significant promise for enhancing human productivity by assisting with computer tasks. Existing task formulations primarily focus on simple tasks that can be specified by a single, language-only instruction, such as "Insert a new slide." In this work, we introduce VideoGUI, a novel multi-modal benchmark designed to evaluate GUI assistants on visual-centric GUI tasks. Sourced from high-quality web instructional videos, our benchmark focuses on tasks involving professional and novel software (e.g., Adobe Photoshop or Stable Diffusion WebUI) and complex activities (e.g., video editing). VideoGUI evaluates GUI assistants through a hierarchical process, allowing for identification of the specific levels at which they may fail: (i) high-level planning: reconstruct procedural subtasks from visual conditions without language descriptions; (ii) middle-level planning: generate sequences of precise action narrations based on visual state (i.e., screenshot) and goals; (iii) atomic action execution: perform specific actions such as accurately clicking designated elements. For each level, we design evaluation metrics across individual dimensions to provide clear signals, such as individual performance in clicking, dragging, typing, and scrolling for atomic action execution. Our evaluation on VideoGUI reveals that even the SoTA large multimodal model GPT4o performs poorly on visual-centric GUI tasks, especially for high-level planning.

  • 8 authors
·
Jun 14, 2024 1

UI-E2I-Synth: Advancing GUI Grounding with Large-Scale Instruction Synthesis

Recent advancements in Large Vision-Language Models are accelerating the development of Graphical User Interface (GUI) agents that utilize human-like vision perception capabilities to enhance productivity on digital devices. Compared to approaches predicated on GUI metadata, which are platform-dependent and vulnerable to implementation variations, vision-based approaches offer broader applicability. In this vision-based paradigm, the GUI instruction grounding, which maps user instruction to the location of corresponding element on the given screenshot, remains a critical challenge, particularly due to limited public training dataset and resource-intensive manual instruction data annotation. In this paper, we delve into unexplored challenges in this task including element-to-screen ratio, unbalanced element type, and implicit instruction. To address these challenges, we introduce a large-scale data synthesis pipeline UI-E2I-Synth for generating varying complex instruction datasets using GPT-4o instead of human annotators. Furthermore, we propose a new GUI instruction grounding benchmark UI-I2E-Bench, which is designed to address the limitations of existing benchmarks by incorporating diverse annotation aspects. Our model, trained on the synthesized data, achieves superior performance in GUI instruction grounding, demonstrating the advancements of proposed data synthesis pipeline. The proposed benchmark, accompanied by extensive analyses, provides practical insights for future research in GUI grounding. We will release corresponding artifacts at https://colmon46.github.io/i2e-bench-leaderboard/ .

  • 4 authors
·
Apr 15

RoboHop: Segment-based Topological Map Representation for Open-World Visual Navigation

Mapping is crucial for spatial reasoning, planning and robot navigation. Existing approaches range from metric, which require precise geometry-based optimization, to purely topological, where image-as-node based graphs lack explicit object-level reasoning and interconnectivity. In this paper, we propose a novel topological representation of an environment based on "image segments", which are semantically meaningful and open-vocabulary queryable, conferring several advantages over previous works based on pixel-level features. Unlike 3D scene graphs, we create a purely topological graph with segments as nodes, where edges are formed by a) associating segment-level descriptors between pairs of consecutive images and b) connecting neighboring segments within an image using their pixel centroids. This unveils a "continuous sense of a place", defined by inter-image persistence of segments along with their intra-image neighbours. It further enables us to represent and update segment-level descriptors through neighborhood aggregation using graph convolution layers, which improves robot localization based on segment-level retrieval. Using real-world data, we show how our proposed map representation can be used to i) generate navigation plans in the form of "hops over segments" and ii) search for target objects using natural language queries describing spatial relations of objects. Furthermore, we quantitatively analyze data association at the segment level, which underpins inter-image connectivity during mapping and segment-level localization when revisiting the same place. Finally, we show preliminary trials on segment-level `hopping' based zero-shot real-world navigation. Project page with supplementary details: oravus.github.io/RoboHop/

  • 7 authors
·
May 9, 2024

iControl3D: An Interactive System for Controllable 3D Scene Generation

3D content creation has long been a complex and time-consuming process, often requiring specialized skills and resources. While recent advancements have allowed for text-guided 3D object and scene generation, they still fall short of providing sufficient control over the generation process, leading to a gap between the user's creative vision and the generated results. In this paper, we present iControl3D, a novel interactive system that empowers users to generate and render customizable 3D scenes with precise control. To this end, a 3D creator interface has been developed to provide users with fine-grained control over the creation process. Technically, we leverage 3D meshes as an intermediary proxy to iteratively merge individual 2D diffusion-generated images into a cohesive and unified 3D scene representation. To ensure seamless integration of 3D meshes, we propose to perform boundary-aware depth alignment before fusing the newly generated mesh with the existing one in 3D space. Additionally, to effectively manage depth discrepancies between remote content and foreground, we propose to model remote content separately with an environment map instead of 3D meshes. Finally, our neural rendering interface enables users to build a radiance field of their scene online and navigate the entire scene. Extensive experiments have been conducted to demonstrate the effectiveness of our system. The code will be made available at https://github.com/xingyi-li/iControl3D.

  • 9 authors
·
Aug 3, 2024

MapFormer: Boosting Change Detection by Using Pre-change Information

Change detection in remote sensing imagery is essential for a variety of applications such as urban planning, disaster management, and climate research. However, existing methods for identifying semantically changed areas overlook the availability of semantic information in the form of existing maps describing features of the earth's surface. In this paper, we leverage this information for change detection in bi-temporal images. We show that the simple integration of the additional information via concatenation of latent representations suffices to significantly outperform state-of-the-art change detection methods. Motivated by this observation, we propose the new task of *Conditional Change Detection*, where pre-change semantic information is used as input next to bi-temporal images. To fully exploit the extra information, we propose *MapFormer*, a novel architecture based on a multi-modal feature fusion module that allows for feature processing conditioned on the available semantic information. We further employ a supervised, cross-modal contrastive loss to guide the learning of visual representations. Our approach outperforms existing change detection methods by an absolute 11.7\% and 18.4\% in terms of binary change IoU on DynamicEarthNet and HRSCD, respectively. Furthermore, we demonstrate the robustness of our approach to the quality of the pre-change semantic information and the absence pre-change imagery. The code is available at https://github.com/mxbh/mapformer.

  • 3 authors
·
Mar 31, 2023

Large Language Model-Brained GUI Agents: A Survey

GUIs have long been central to human-computer interaction, providing an intuitive and visually-driven way to access and interact with digital systems. The advent of LLMs, particularly multimodal models, has ushered in a new era of GUI automation. They have demonstrated exceptional capabilities in natural language understanding, code generation, and visual processing. This has paved the way for a new generation of LLM-brained GUI agents capable of interpreting complex GUI elements and autonomously executing actions based on natural language instructions. These agents represent a paradigm shift, enabling users to perform intricate, multi-step tasks through simple conversational commands. Their applications span across web navigation, mobile app interactions, and desktop automation, offering a transformative user experience that revolutionizes how individuals interact with software. This emerging field is rapidly advancing, with significant progress in both research and industry. To provide a structured understanding of this trend, this paper presents a comprehensive survey of LLM-brained GUI agents, exploring their historical evolution, core components, and advanced techniques. We address research questions such as existing GUI agent frameworks, the collection and utilization of data for training specialized GUI agents, the development of large action models tailored for GUI tasks, and the evaluation metrics and benchmarks necessary to assess their effectiveness. Additionally, we examine emerging applications powered by these agents. Through a detailed analysis, this survey identifies key research gaps and outlines a roadmap for future advancements in the field. By consolidating foundational knowledge and state-of-the-art developments, this work aims to guide both researchers and practitioners in overcoming challenges and unlocking the full potential of LLM-brained GUI agents.

  • 12 authors
·
Nov 27, 2024 3

Test-Time Reinforcement Learning for GUI Grounding via Region Consistency

Graphical User Interface (GUI) grounding, the task of mapping natural language instructions to precise screen coordinates, is fundamental to autonomous GUI agents. While existing methods achieve strong performance through extensive supervised training or reinforcement learning with labeled rewards, they remain constrained by the cost and availability of pixel-level annotations. We observe that when models generate multiple predictions for the same GUI element, the spatial overlap patterns reveal implicit confidence signals that can guide more accurate localization. Leveraging this insight, we propose GUI-RC (Region Consistency), a test-time scaling method that constructs spatial voting grids from multiple sampled predictions to identify consensus regions where models show highest agreement. Without any training, GUI-RC improves accuracy by 2-3% across various architectures on ScreenSpot benchmarks. We further introduce GUI-RCPO (Region Consistency Policy Optimization), which transforms these consistency patterns into rewards for test-time reinforcement learning. By computing how well each prediction aligns with the collective consensus, GUI-RCPO enables models to iteratively refine their outputs on unlabeled data during inference. Extensive experiments demonstrate the generality of our approach: GUI-RC boosts Qwen2.5-VL-3B-Instruct from 80.11% to 83.57% on ScreenSpot-v2, while GUI-RCPO further improves it to 85.14% through self-supervised optimization. Our approach reveals the untapped potential of test-time scaling and test-time reinforcement learning for GUI grounding, offering a promising path toward more robust and data-efficient GUI agents.

  • 8 authors
·
Aug 7 2

InteractComp: Evaluating Search Agents With Ambiguous Queries

Language agents have demonstrated remarkable potential in web search and information retrieval. However, these search agents assume user queries are complete and unambiguous, an assumption that diverges from reality where users begin with incomplete queries requiring clarification through interaction. Yet most agents lack interactive mechanisms during the search process, and existing benchmarks cannot assess this capability. To address this gap, we introduce InteractComp, a benchmark designed to evaluate whether search agents can recognize query ambiguity and actively interact to resolve it during search. Following the principle of easy to verify, interact to disambiguate, we construct 210 expert-curated questions across 9 domains through a target-distractor methodology that creates genuine ambiguity resolvable only through interaction. Evaluation of 17 models reveals striking failure: the best model achieves only 13.73% accuracy despite 71.50% with complete context, exposing systematic overconfidence rather than reasoning deficits. Forced interaction produces dramatic gains, demonstrating latent capability current strategies fail to engage. Longitudinal analysis shows interaction capabilities stagnated over 15 months while search performance improved seven-fold, revealing a critical blind spot. This stagnation, coupled with the immediate feedback inherent to search tasks, makes InteractComp a valuable resource for both evaluating and training interaction capabilities in search agents. The code is available at https://github.com/FoundationAgents/InteractComp.

GTA1: GUI Test-time Scaling Agent

Graphical user interface (GUI) agents autonomously operate across platforms (e.g., Linux) to complete tasks by interacting with visual elements. Specifically, a user instruction is decomposed into a sequence of action proposals, each corresponding to an interaction with the GUI. After each action, the agent observes the updated GUI environment to plan the next step. However, two main challenges arise: i) resolving ambiguity in task planning (i.e., the action proposal sequence), where selecting an appropriate plan is non-trivial, as many valid ones may exist; ii) accurately grounding actions in complex and high-resolution interfaces, i.e., precisely interacting with visual targets. This paper investigates the two aforementioned challenges with our GUI Test-time Scaling Agent, namely GTA1. First, to select the most appropriate action proposal, we introduce a test-time scaling method. At each step, we sample multiple candidate action proposals and leverage a judge model to evaluate and select the most suitable one. It trades off computation for better decision quality by concurrent sampling, shortening task execution steps, and improving overall performance. Second, we propose a model that achieves improved accuracy when grounding the selected action proposal to its corresponding visual elements. Our key insight is that reinforcement learning (RL) facilitates visual grounding through inherent objective alignments, rewarding successful clicks on interface elements. Experimentally, our method establishes state-of-the-art performance across diverse benchmarks. For example, GTA1-7B achieves 50.1%, 92.4%, and 67.7% accuracies on Screenspot-Pro, Screenspot-V2, and OSWorld-G, respectively. When paired with a planner applying our test-time scaling strategy, it exhibits state-of-the-art agentic performance (e.g., 45.2% task success rate on OSWorld). We open-source our code and models here.

OmniZoomer: Learning to Move and Zoom in on Sphere at High-Resolution

Omnidirectional images (ODIs) have become increasingly popular, as their large field-of-view (FoV) can offer viewers the chance to freely choose the view directions in immersive environments such as virtual reality. The M\"obius transformation is typically employed to further provide the opportunity for movement and zoom on ODIs, but applying it to the image level often results in blurry effect and aliasing problem. In this paper, we propose a novel deep learning-based approach, called OmniZoomer, to incorporate the M\"obius transformation into the network for movement and zoom on ODIs. By learning various transformed feature maps under different conditions, the network is enhanced to handle the increasing edge curvatures, which alleviates the blurry effect. Moreover, to address the aliasing problem, we propose two key components. Firstly, to compensate for the lack of pixels for describing curves, we enhance the feature maps in the high-resolution (HR) space and calculate the transformed index map with a spatial index generation module. Secondly, considering that ODIs are inherently represented in the spherical space, we propose a spherical resampling module that combines the index map and HR feature maps to transform the feature maps for better spherical correlation. The transformed feature maps are decoded to output a zoomed ODI. Experiments show that our method can produce HR and high-quality ODIs with the flexibility to move and zoom in to the object of interest. Project page is available at http://vlislab22.github.io/OmniZoomer/.

  • 6 authors
·
Aug 15, 2023

You Only Look at Screens: Multimodal Chain-of-Action Agents

Autonomous user interface (UI) agents aim to facilitate task automation by interacting with the user interface without manual intervention. Recent studies have investigated eliciting the capabilities of large language models (LLMs) for effective engagement in diverse environments. To align with the input-output requirement of LLMs, existing approaches are developed under a sandbox setting where they rely on external tools and application-specific APIs to parse the environment into textual elements and interpret the predicted actions. Consequently, those approaches often grapple with inference inefficiency and error propagation risks. To mitigate the challenges, we introduce Auto-UI, a multimodal solution that directly interacts with the interface, bypassing the need for environment parsing or reliance on application-dependent APIs. Moreover, we propose a chain-of-action technique -- leveraging a series of intermediate previous action histories and future action plans -- to help the agent decide what action to execute. We evaluate our approach on a new device-control benchmark AITW with 30K unique instructions, spanning multi-step tasks such as application operation, web searching, and web shopping. Experimental results show that Auto-UI achieves state-of-the-art performance with an action type prediction accuracy of 90% and an overall action success rate of 74%. Code is publicly available at https://github.com/cooelf/Auto-UI.

  • 2 authors
·
Sep 20, 2023

Vision-driven Automated Mobile GUI Testing via Multimodal Large Language Model

With the advancement of software rendering techniques, GUI pages in mobile apps now encompass a wealth of visual information, where the visual semantics of each page contribute to the overall app logic, presenting new challenges to software testing. Despite the progress in automated Graphical User Interface (GUI) testing, the absence of testing oracles has constrained its efficacy to identify only crash bugs with evident abnormal signals. Nonetheless, there are still a considerable number of non-crash bugs, ranging from unexpected behaviors to misalignments, often evading detection by existing techniques. While these bugs can exhibit visual cues that serve as potential testing oracles, they often entail a sequence of screenshots, and detecting them necessitates an understanding of the operational logic among GUI page transitions, which is challenging traditional techniques. Considering the remarkable performance of Multimodal Large Language Models (MLLM) in visual and language understanding, this paper proposes a vision-driven automated GUI testing approach VisionDroid to detect non-crash functional bugs with MLLM. It begins by extracting GUI text information and aligning it with screenshots to form a vision prompt, enabling MLLM to understand GUI context. The function-aware explorer then employs MLLM for deeper and function-oriented GUI page exploration, while the logic-aware bug detector segments the entire exploration history into logically cohesive parts and prompts the MLLM for bug detection. We evaluate VisionDroid on three datasets and compare it with 10 baselines, demonstrating its excellent performance. The ablation study further proves the contribution of each module. Moreover, VisionDroid identifies 29 new bugs on Google Play, of which 19 have been confirmed and fixed.

  • 8 authors
·
Jul 3, 2024

MagicGUI: A Foundational Mobile GUI Agent with Scalable Data Pipeline and Reinforcement Fine-tuning

This paper presents MagicGUI, a foundational mobile GUI agent designed to address critical challenges in perception, grounding, and reasoning within real-world mobile GUI environments. The framework is underpinned by following six key components: (1) a comprehensive and accurate dataset, constructed via the scalable GUI Data Pipeline, which aggregates the largest and most diverse GUI-centric multimodal data to date from open-source repositories, automated crawling, and targeted manual annotation; (2) enhanced perception and grounding capabilities, facilitating fine-grained multimodal alignment for UI element referencing, grounding, and screen comprehension; (3) a comprehensive and unified action space, encompassing both fundamental UI operations and complex interactive intents to support human-agent interactions; (4) planning-oriented reasoning mechanisms that enable the model to decompose complex user instructions into sequential actions with explicit intermediate meta-paln reasoning; (5) an iterative two-stage training procedure, combining large-scale continue pre-training on 7.8M samples with reinforcement fine-tuning utilizing a spatially enhanced composite reward and dual filtering strategy; and (6) competitive performance on both the proprietary Magic-RICH benchmark and over a dozen public benchmarks, achieving superior performance across GUI perception and agent tasks, while demonstrating robust generalization and real-world deployment potential in practical mobile GUI scenarios, as detailed in Figure 1.

  • 24 authors
·
Jul 19

GenUP: Generative User Profilers as In-Context Learners for Next POI Recommender Systems

Traditional POI recommendation systems often lack transparency, interpretability, and scrutability due to their reliance on dense vector-based user embeddings. Furthermore, the cold-start problem -- where systems have insufficient data for new users -- limits their ability to generate accurate recommendations. Existing methods often address this by leveraging similar trajectories from other users, but this approach can be computationally expensive and increases the context length for LLM-based methods, making them difficult to scale. To address these limitations, we propose a method that generates natural language (NL) user profiles from large-scale, location-based social network (LBSN) check-ins, utilizing robust personality assessments and behavioral theories. These NL profiles capture user preferences, routines, and behaviors, improving POI prediction accuracy while offering enhanced transparency. By incorporating NL profiles as system prompts to LLMs, our approach reduces reliance on extensive historical data, while remaining flexible, easily updated, and computationally efficient. Our method is not only competitive with other LLM-based and complex agentic frameworks but is also more scalable for real-world scenarios and on-device POI recommendations. Results demonstrate that our approach consistently outperforms baseline methods, offering a more interpretable and resource-efficient solution for POI recommendation systems. Our source code is available at: https://github.com/w11wo/GenUP.

  • 3 authors
·
Oct 27, 2024

ActionBert: Leveraging User Actions for Semantic Understanding of User Interfaces

As mobile devices are becoming ubiquitous, regularly interacting with a variety of user interfaces (UIs) is a common aspect of daily life for many people. To improve the accessibility of these devices and to enable their usage in a variety of settings, building models that can assist users and accomplish tasks through the UI is vitally important. However, there are several challenges to achieve this. First, UI components of similar appearance can have different functionalities, making understanding their function more important than just analyzing their appearance. Second, domain-specific features like Document Object Model (DOM) in web pages and View Hierarchy (VH) in mobile applications provide important signals about the semantics of UI elements, but these features are not in a natural language format. Third, owing to a large diversity in UIs and absence of standard DOM or VH representations, building a UI understanding model with high coverage requires large amounts of training data. Inspired by the success of pre-training based approaches in NLP for tackling a variety of problems in a data-efficient way, we introduce a new pre-trained UI representation model called ActionBert. Our methodology is designed to leverage visual, linguistic and domain-specific features in user interaction traces to pre-train generic feature representations of UIs and their components. Our key intuition is that user actions, e.g., a sequence of clicks on different UI components, reveals important information about their functionality. We evaluate the proposed model on a wide variety of downstream tasks, ranging from icon classification to UI component retrieval based on its natural language description. Experiments show that the proposed ActionBert model outperforms multi-modal baselines across all downstream tasks by up to 15.5%.

  • 10 authors
·
Dec 22, 2020

Change-Agent: Towards Interactive Comprehensive Remote Sensing Change Interpretation and Analysis

Monitoring changes in the Earth's surface is crucial for understanding natural processes and human impacts, necessitating precise and comprehensive interpretation methodologies. Remote sensing satellite imagery offers a unique perspective for monitoring these changes, leading to the emergence of remote sensing image change interpretation (RSICI) as a significant research focus. Current RSICI technology encompasses change detection and change captioning, each with its limitations in providing comprehensive interpretation. To address this, we propose an interactive Change-Agent, which can follow user instructions to achieve comprehensive change interpretation and insightful analysis, such as change detection and change captioning, change object counting, change cause analysis, etc. The Change-Agent integrates a multi-level change interpretation (MCI) model as the eyes and a large language model (LLM) as the brain. The MCI model contains two branches of pixel-level change detection and semantic-level change captioning, in which the BI-temporal Iterative Interaction (BI3) layer is proposed to enhance the model's discriminative feature representation capabilities. To support the training of the MCI model, we build the LEVIR-MCI dataset with a large number of change masks and captions of changes. Experiments demonstrate the SOTA performance of the MCI model in achieving both change detection and change description simultaneously, and highlight the promising application value of our Change-Agent in facilitating comprehensive interpretation of surface changes, which opens up a new avenue for intelligent remote sensing applications. To facilitate future research, we will make our dataset and codebase of the MCI model and Change-Agent publicly available at https://github.com/Chen-Yang-Liu/Change-Agent

  • 6 authors
·
Mar 28, 2024

MapAgent: Trajectory-Constructed Memory-Augmented Planning for Mobile Task Automation

The recent advancement of autonomous agents powered by Large Language Models (LLMs) has demonstrated significant potential for automating tasks on mobile devices through graphical user interfaces (GUIs). Despite initial progress, these agents still face challenges when handling complex real-world tasks. These challenges arise from a lack of knowledge about real-life mobile applications in LLM-based agents, which may lead to ineffective task planning and even cause hallucinations. To address these challenges, we propose a novel LLM-based agent framework called MapAgent that leverages memory constructed from historical trajectories to augment current task planning. Specifically, we first propose a trajectory-based memory mechanism that transforms task execution trajectories into a reusable and structured page-memory database. Each page within a trajectory is extracted as a compact yet comprehensive snapshot, capturing both its UI layout and functional context. Secondly, we introduce a coarse-to-fine task planning approach that retrieves relevant pages from the memory database based on similarity and injects them into the LLM planner to compensate for potential deficiencies in understanding real-world app scenarios, thereby achieving more informed and context-aware task planning. Finally, planned tasks are transformed into executable actions through a task executor supported by a dual-LLM architecture, ensuring effective tracking of task progress. Experimental results in real-world scenarios demonstrate that MapAgent achieves superior performance to existing methods. The code will be open-sourced to support further research.

  • 7 authors
·
Jul 29