Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeUINav: A Practical Approach to Train On-Device Automation Agents
Automation systems that can autonomously drive application user interfaces to complete user tasks are of great benefit, especially when users are situationally or permanently impaired. Prior automation systems do not produce generalizable models while AI-based automation agents work reliably only in simple, hand-crafted applications or incur high computation costs. We propose UINav, a demonstration-based approach to train automation agents that fit mobile devices, yet achieving high success rates with modest numbers of demonstrations. To reduce the demonstration overhead, UINav uses a referee model that provides users with immediate feedback on tasks where the agent fails, and automatically augments human demonstrations to increase diversity in training data. Our evaluation shows that with only 10 demonstrations UINav can achieve 70% accuracy, and that with enough demonstrations it can surpass 90% accuracy.
V-Zen: Efficient GUI Understanding and Precise Grounding With A Novel Multimodal LLM
In the rapidly evolving landscape of AI research and application, Multimodal Large Language Models (MLLMs) have emerged as a transformative force, adept at interpreting and integrating information from diverse modalities such as text, images, and Graphical User Interfaces (GUIs). Despite these advancements, the nuanced interaction and understanding of GUIs pose a significant challenge, limiting the potential of existing models to enhance automation levels. To bridge this gap, this paper presents V-Zen, an innovative Multimodal Large Language Model (MLLM) meticulously crafted to revolutionise the domain of GUI understanding and grounding. Equipped with dual-resolution image encoders, V-Zen establishes new benchmarks in efficient grounding and next-action prediction, thereby laying the groundwork for self-operating computer systems. Complementing V-Zen is the GUIDE dataset, an extensive collection of real-world GUI elements and task-based sequences, serving as a catalyst for specialised fine-tuning. The successful integration of V-Zen and GUIDE marks the dawn of a new era in multimodal AI research, opening the door to intelligent, autonomous computing experiences. This paper extends an invitation to the research community to join this exciting journey, shaping the future of GUI automation. In the spirit of open science, our code, data, and model will be made publicly available, paving the way for multimodal dialogue scenarios with intricate and precise interactions.
UI Layout Generation with LLMs Guided by UI Grammar
The recent advances in Large Language Models (LLMs) have stimulated interest among researchers and industry professionals, particularly in their application to tasks concerning mobile user interfaces (UIs). This position paper investigates the use of LLMs for UI layout generation. Central to our exploration is the introduction of UI grammar -- a novel approach we proposed to represent the hierarchical structure inherent in UI screens. The aim of this approach is to guide the generative capacities of LLMs more effectively and improve the explainability and controllability of the process. Initial experiments conducted with GPT-4 showed the promising capability of LLMs to produce high-quality user interfaces via in-context learning. Furthermore, our preliminary comparative study suggested the potential of the grammar-based approach in improving the quality of generative results in specific aspects.
NESTFUL: A Benchmark for Evaluating LLMs on Nested Sequences of API Calls
Autonomous agent applications powered by large language models (LLMs) have recently risen to prominence as effective tools for addressing complex real-world tasks. At their core, agentic workflows rely on LLMs to plan and execute the use of tools and external Application Programming Interfaces (APIs) in sequence to arrive at the answer to a user's request. Various benchmarks and leaderboards have emerged to evaluate an LLM's capabilities for tool and API use; however, most of these evaluations only track single or multiple isolated API calling capabilities. In this paper, we present NESTFUL, a benchmark to evaluate LLMs on nested sequences of API calls, i.e., sequences where the output of one API call is passed as input to a subsequent call. NESTFUL has a total of 300 human annotated samples divided into two types - executable and non-executable. The executable samples are curated manually by crawling Rapid-APIs whereas the non-executable samples are hand picked by human annotators from data synthetically generated using an LLM. We evaluate state-of-the-art LLMs with function calling abilities on NESTFUL. Our results show that most models do not perform well on nested APIs in NESTFUL as compared to their performance on the simpler problem settings available in existing benchmarks.
Designing Interfaces for Multimodal Vector Search Applications
Multimodal vector search offers a new paradigm for information retrieval by exposing numerous pieces of functionality which are not possible in traditional lexical search engines. While multimodal vector search can be treated as a drop in replacement for these traditional systems, the experience can be significantly enhanced by leveraging the unique capabilities of multimodal search. Central to any information retrieval system is a user who expresses an information need, traditional user interfaces with a single search bar allow users to interact with lexical search systems effectively however are not necessarily optimal for multimodal vector search. In this paper we explore novel capabilities of multimodal vector search applications utilising CLIP models and present implementations and design patterns which better allow users to express their information needs and effectively interact with these systems in an information retrieval context.
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%.
Algorithm-based diagnostic application for diabetic retinopathy detection
Diabetic retinopathy (DR) is a growing health problem worldwide and is a leading cause of visual impairment and blindness, especially among working people aged 20-65. Its incidence is increasing along with the number of diabetes cases, and it is more common in developed countries than in developing countries. Recent research in the field of diabetic retinopathy diagnosis is using advanced technologies, such as analysis of images obtained by ophthalmoscopy. Automatic methods for analyzing eye images based on neural networks, deep learning and image analysis algorithms can improve the efficiency of diagnosis. This paper describes an automatic DR diagnosis method that includes processing and analysis of ophthalmoscopic images of the eye. It uses morphological algorithms to identify the optic disc and lesions characteristic of DR, such as microaneurysms, hemorrhages and exudates. Automated DR diagnosis has the potential to improve the efficiency of early detection of this disease and contribute to reducing the number of cases of diabetes-related visual impairment. The final step was to create an application with a graphical user interface that allowed retinal images taken at cooperating ophthalmology offices to be uploaded to the server. These images were then analyzed using a developed algorithm to make a diagnosis.
Dynamic Planning for LLM-based Graphical User Interface Automation
The advent of large language models (LLMs) has spurred considerable interest in advancing autonomous LLMs-based agents, particularly in intriguing applications within smartphone graphical user interfaces (GUIs). When presented with a task goal, these agents typically emulate human actions within a GUI environment until the task is completed. However, a key challenge lies in devising effective plans to guide action prediction in GUI tasks, though planning have been widely recognized as effective for decomposing complex tasks into a series of steps. Specifically, given the dynamic nature of environmental GUIs following action execution, it is crucial to dynamically adapt plans based on environmental feedback and action history.We show that the widely-used ReAct approach fails due to the excessively long historical dialogues. To address this challenge, we propose a novel approach called Dynamic Planning of Thoughts (D-PoT) for LLM-based GUI agents.D-PoT involves the dynamic adjustment of planning based on the environmental feedback and execution history. Experimental results reveal that the proposed D-PoT significantly surpassed the strong GPT-4V baseline by +12.7% (34.66% rightarrow 47.36%) in accuracy. The analysis highlights the generality of dynamic planning in different backbone LLMs, as well as the benefits in mitigating hallucinations and adapting to unseen tasks. Code is available at https://github.com/sqzhang-lazy/D-PoT.
Screen2Words: Automatic Mobile UI Summarization with Multimodal Learning
Mobile User Interface Summarization generates succinct language descriptions of mobile screens for conveying important contents and functionalities of the screen, which can be useful for many language-based application scenarios. We present Screen2Words, a novel screen summarization approach that automatically encapsulates essential information of a UI screen into a coherent language phrase. Summarizing mobile screens requires a holistic understanding of the multi-modal data of mobile UIs, including text, image, structures as well as UI semantics, motivating our multi-modal learning approach. We collected and analyzed a large-scale screen summarization dataset annotated by human workers. Our dataset contains more than 112k language summarization across sim22k unique UI screens. We then experimented with a set of deep models with different configurations. Our evaluation of these models with both automatic accuracy metrics and human rating shows that our approach can generate high-quality summaries for mobile screens. We demonstrate potential use cases of Screen2Words and open-source our dataset and model to lay the foundations for further bridging language and user interfaces.
EDGE: Enhanced Grounded GUI Understanding with Enriched Multi-Granularity Synthetic Data
Autonomous agents operating on the graphical user interfaces (GUIs) of various applications hold immense practical value. Unlike the large language model (LLM)-based methods which rely on structured texts and customized backends, the approaches using large vision-language models (LVLMs) are more intuitive and adaptable as they can visually perceive and directly interact with screens, making them indispensable in general scenarios without text metadata and tailored backends. Given the lack of high-quality training data for GUI-related tasks in existing work, this paper aims to enhance the GUI understanding and interacting capabilities of LVLMs through a data-driven approach. We propose EDGE, a general data synthesis framework that automatically generates large-scale, multi-granularity training data from webpages across the Web. Evaluation results on various GUI and agent benchmarks demonstrate that the model trained with the dataset generated through EDGE exhibits superior webpage understanding capabilities, which can then be easily transferred to previously unseen desktop and mobile environments. Our approach significantly reduces the dependence on manual annotations, empowering researchers to harness the vast public resources available on the Web to advance their work. Our source code, the dataset and the model are available at https://anonymous.4open.science/r/EDGE-1CDB.
Lexi: Self-Supervised Learning of the UI Language
Humans can learn to operate the user interface (UI) of an application by reading an instruction manual or how-to guide. Along with text, these resources include visual content such as UI screenshots and images of application icons referenced in the text. We explore how to leverage this data to learn generic visio-linguistic representations of UI screens and their components. These representations are useful in many real applications, such as accessibility, voice navigation, and task automation. Prior UI representation models rely on UI metadata (UI trees and accessibility labels), which is often missing, incompletely defined, or not accessible. We avoid such a dependency, and propose Lexi, a pre-trained vision and language model designed to handle the unique features of UI screens, including their text richness and context sensitivity. To train Lexi we curate the UICaption dataset consisting of 114k UI images paired with descriptions of their functionality. We evaluate Lexi on four tasks: UI action entailment, instruction-based UI image retrieval, grounding referring expressions, and UI entity recognition.
XES Tensorflow - Process Prediction using the Tensorflow Deep-Learning Framework
Predicting the next activity of a running process is an important aspect of process management. Recently, artificial neural networks, so called deep-learning approaches, have been proposed to address this challenge. This demo paper describes a software application that applies the Tensorflow deep-learning framework to process prediction. The software application reads industry-standard XES files for training and presents the user with an easy-to-use graphical user interface for both training and prediction. The system provides several improvements over earlier work. This demo paper focuses on the software implementation and describes the architecture and user interface.
Look Once to Hear: Target Speech Hearing with Noisy Examples
In crowded settings, the human brain can focus on speech from a target speaker, given prior knowledge of how they sound. We introduce a novel intelligent hearable system that achieves this capability, enabling target speech hearing to ignore all interfering speech and noise, but the target speaker. A naive approach is to require a clean speech example to enroll the target speaker. This is however not well aligned with the hearable application domain since obtaining a clean example is challenging in real world scenarios, creating a unique user interface problem. We present the first enrollment interface where the wearer looks at the target speaker for a few seconds to capture a single, short, highly noisy, binaural example of the target speaker. This noisy example is used for enrollment and subsequent speech extraction in the presence of interfering speakers and noise. Our system achieves a signal quality improvement of 7.01 dB using less than 5 seconds of noisy enrollment audio and can process 8 ms of audio chunks in 6.24 ms on an embedded CPU. Our user studies demonstrate generalization to real-world static and mobile speakers in previously unseen indoor and outdoor multipath environments. Finally, our enrollment interface for noisy examples does not cause performance degradation compared to clean examples, while being convenient and user-friendly. Taking a step back, this paper takes an important step towards enhancing the human auditory perception with artificial intelligence. We provide code and data at: https://github.com/vb000/LookOnceToHear.
TextLap: Customizing Language Models for Text-to-Layout Planning
Automatic generation of graphical layouts is crucial for many real-world applications, including designing posters, flyers, advertisements, and graphical user interfaces. Given the incredible ability of Large language models (LLMs) in both natural language understanding and generation, we believe that we could customize an LLM to help people create compelling graphical layouts starting with only text instructions from the user. We call our method TextLap (text-based layout planning). It uses a curated instruction-based layout planning dataset (InsLap) to customize LLMs as a graphic designer. We demonstrate the effectiveness of TextLap and show that it outperforms strong baselines, including GPT-4 based methods, for image generation and graphical design benchmarks.
Demo of the Linguistic Field Data Management and Analysis System -- LiFE
In the proposed demo, we will present a new software - Linguistic Field Data Management and Analysis System - LiFE (https://github.com/kmi-linguistics/life) - an open-source, web-based linguistic data management and analysis application that allows for systematic storage, management, sharing and usage of linguistic data collected from the field. The application allows users to store lexical items, sentences, paragraphs, audio-visual content with rich glossing / annotation; generate interactive and print dictionaries; and also train and use natural language processing tools and models for various purposes using this data. Since its a web-based application, it also allows for seamless collaboration among multiple persons and sharing the data, models, etc with each other. The system uses the Python-based Flask framework and MongoDB in the backend and HTML, CSS and Javascript at the frontend. The interface allows creation of multiple projects that could be shared with the other users. At the backend, the application stores the data in RDF format so as to allow its release as Linked Data over the web using semantic web technologies - as of now it makes use of the OntoLex-Lemon for storing the lexical data and Ligt for storing the interlinear glossed text and then internally linking it to the other linked lexicons and databases such as DBpedia and WordNet. Furthermore it provides support for training the NLP systems using scikit-learn and HuggingFace Transformers libraries as well as make use of any model trained using these libraries - while the user interface itself provides limited options for tuning the system, an externally-trained model could be easily incorporated within the application; similarly the dataset itself could be easily exported into a standard machine-readable format like JSON or CSV that could be consumed by other programs and pipelines.
PhishNet: A Phishing Website Detection Tool using XGBoost
PhisNet is a cutting-edge web application designed to detect phishing websites using advanced machine learning. It aims to help individuals and organizations identify and prevent phishing attacks through a robust AI framework. PhisNet utilizes Python to apply various machine learning algorithms and feature extraction techniques for high accuracy and efficiency. The project starts by collecting and preprocessing a comprehensive dataset of URLs, comprising both phishing and legitimate sites. Key features such as URL length, special characters, and domain age are extracted to effectively train the model. Multiple machine learning algorithms, including logistic regression, decision trees, and neural networks, are evaluated to determine the best performance in phishing detection. The model is finely tuned to optimize metrics like accuracy, precision, recall, and the F1 score, ensuring reliable detection of both common and sophisticated phishing tactics. PhisNet's web application is developed using React.js, which allows for client-side rendering and smooth integration with backend services, creating a responsive and user-friendly interface. Users can input URLs and receive immediate predictions with confidence scores, thanks to a robust backend infrastructure that processes data and provides real-time results. The model is deployed using Google Colab and AWS EC2 for their computational power and scalability, ensuring the application remains accessible and functional under varying loads. In summary, PhisNet represents a significant advancement in cybersecurity, showcasing the effective use of machine learning and web development technologies to enhance user security. It empowers users to prevent phishing attacks and highlights AI's potential in transforming cybersecurity.
Unified Human-Scene Interaction via Prompted Chain-of-Contacts
Human-Scene Interaction (HSI) is a vital component of fields like embodied AI and virtual reality. Despite advancements in motion quality and physical plausibility, two pivotal factors, versatile interaction control and the development of a user-friendly interface, require further exploration before the practical application of HSI. This paper presents a unified HSI framework, UniHSI, which supports unified control of diverse interactions through language commands. This framework is built upon the definition of interaction as Chain of Contacts (CoC): steps of human joint-object part pairs, which is inspired by the strong correlation between interaction types and human-object contact regions. Based on the definition, UniHSI constitutes a Large Language Model (LLM) Planner to translate language prompts into task plans in the form of CoC, and a Unified Controller that turns CoC into uniform task execution. To facilitate training and evaluation, we collect a new dataset named ScenePlan that encompasses thousands of task plans generated by LLMs based on diverse scenarios. Comprehensive experiments demonstrate the effectiveness of our framework in versatile task execution and generalizability to real scanned scenes. The project page is at https://github.com/OpenRobotLab/UniHSI .
LLM as OS, Agents as Apps: Envisioning AIOS, Agents and the AIOS-Agent Ecosystem
This paper envisions a revolutionary AIOS-Agent ecosystem, where Large Language Model (LLM) serves as the (Artificial) Intelligent Operating System (IOS, or AIOS)--an operating system "with soul". Upon this foundation, a diverse range of LLM-based AI Agent Applications (Agents, or AAPs) are developed, enriching the AIOS-Agent ecosystem and signaling a paradigm shift from the traditional OS-APP ecosystem. We envision that LLM's impact will not be limited to the AI application level, instead, it will in turn revolutionize the design and implementation of computer system, architecture, software, and programming language, featured by several main concepts: LLM as OS (system-level), Agents as Applications (application-level), Natural Language as Programming Interface (user-level), and Tools as Devices/Libraries (hardware/middleware-level). We begin by introducing the architecture of traditional OS. Then we formalize a conceptual framework for AIOS through "LLM as OS (LLMOS)", drawing analogies between AIOS and traditional OS: LLM is likened to OS kernel, context window to memory, external storage to file system, hardware tools to peripheral devices, software tools to programming libraries, and user prompts to user commands. Subsequently, we introduce the new AIOS-Agent Ecosystem, where users can easily program Agent Applications (AAPs) using natural language, democratizing the development of software, which is different from the traditional OS-APP ecosystem. Following this, we explore the diverse scope of Agent Applications. We delve into both single-agent and multi-agent systems, as well as human-agent interaction. Lastly, drawing on the insights from traditional OS-APP ecosystem, we propose a roadmap for the evolution of the AIOS-Agent ecosystem. This roadmap is designed to guide the future research and development, suggesting systematic progresses of AIOS and its Agent applications.
LiteWebAgent: The Open-Source Suite for VLM-Based Web-Agent Applications
We introduce LiteWebAgent, an open-source suite for VLM-based web agent applications. Our framework addresses a critical gap in the web agent ecosystem with a production-ready solution that combines minimal serverless backend configuration, intuitive user and browser interfaces, and extensible research capabilities in agent planning, memory, and tree search. For the core LiteWebAgent agent framework, we implemented a simple yet effective baseline using recursive function calling, providing with decoupled action generation and action grounding. In addition, we integrate advanced research components such as agent planning, agent workflow memory, and tree search in a modular and extensible manner. We then integrate the LiteWebAgent agent framework with frontend and backend as deployed systems in two formats: (1) a production Vercel-based web application, which provides users with an agent-controlled remote browser, (2) a Chrome extension leveraging LiteWebAgent's API to control an existing Chrome browser via CDP (Chrome DevTools Protocol). The LiteWebAgent framework is available at https://github.com/PathOnAI/LiteWebAgent, with deployed frontend at https://lite-web-agent.vercel.app/.
A Web-Based Solution for Federated Learning with LLM-Based Automation
Federated Learning (FL) offers a promising approach for collaborative machine learning across distributed devices. However, its adoption is hindered by the complexity of building reliable communication architectures and the need for expertise in both machine learning and network programming. This paper presents a comprehensive solution that simplifies the orchestration of FL tasks while integrating intent-based automation. We develop a user-friendly web application supporting the federated averaging (FedAvg) algorithm, enabling users to configure parameters through an intuitive interface. The backend solution efficiently manages communication between the parameter server and edge nodes. We also implement model compression and scheduling algorithms to optimize FL performance. Furthermore, we explore intent-based automation in FL using a fine-tuned Language Model (LLM) trained on a tailored dataset, allowing users to conduct FL tasks using high-level prompts. We observe that the LLM-based automated solution achieves comparable test accuracy to the standard web-based solution while reducing transferred bytes by up to 64% and CPU time by up to 46% for FL tasks. Also, we leverage the neural architecture search (NAS) and hyperparameter optimization (HPO) using LLM to improve the performance. We observe that by using this approach test accuracy can be improved by 10-20% for the carried out FL tasks.
User Story Tutor (UST) to Support Agile Software Developers
User Stories record what must be built in projects that use agile practices. User Stories serve both to estimate effort, generally measured in Story Points, and to plan what should be done in a Sprint. Therefore, it is essential to train software engineers on how to create simple, easily readable, and comprehensive User Stories. For that reason, we designed, implemented, applied, and evaluated a web application called User Story Tutor (UST). UST checks the description of a given User Story for readability, and if needed, recommends appropriate practices for improvement. UST also estimates a User Story effort in Story Points using Machine Learning techniques. As such UST may support the continuing education of agile development teams when writing and reviewing User Stories. UST's ease of use was evaluated by 40 agile practitioners according to the Technology Acceptance Model (TAM) and AttrakDiff. The TAM evaluation averages were good in almost all considered variables. Application of the AttrakDiff evaluation framework produced similar good results. Apparently, UST can be used with good reliability. Applying UST to assist in the construction of User Stories is a viable technique that, at the very least, can be used by agile developments to complement and enhance current User Story creation.
TableLLM: Enabling Tabular Data Manipulation by LLMs in Real Office Usage Scenarios
We introduce TableLLM, a robust large language model (LLM) with 13 billion parameters, purpose-built for proficiently handling tabular data manipulation tasks, whether they are embedded within documents or spreadsheets, catering to real-world office scenarios. We propose a distant supervision method for training, which comprises a reasoning process extension strategy, aiding in training LLMs to understand reasoning patterns more effectively as well as a cross-way validation strategy, ensuring the quality of the automatically generated data. To evaluate the performance of TableLLM, we have crafted a benchmark tailored to address both document and spreadsheet formats as well as constructed a well-organized evaluation pipeline capable of handling both scenarios. Thorough evaluations underscore the advantages of TableLLM when compared to various existing general-purpose and tabular data-focused LLMs. We have publicly released the model checkpoint, source code, benchmarks, and a web application for user interaction.
Back Home: A Machine Learning Approach to Seashell Classification and Ecosystem Restoration
In Costa Rica, an average of 5 tons of seashells are extracted from ecosystems annually. Confiscated seashells, cannot be returned to their ecosystems due to the lack of origin recognition. To address this issue, we developed a convolutional neural network (CNN) specifically for seashell identification. We built a dataset from scratch, consisting of approximately 19000 images from the Pacific and Caribbean coasts. Using this dataset, the model achieved a classification accuracy exceeding 85%. The model has been integrated into a user-friendly application, which has classified over 36,000 seashells to date, delivering real-time results within 3 seconds per image. To further enhance the system's accuracy, an anomaly detection mechanism was incorporated to filter out irrelevant or anomalous inputs, ensuring only valid seashell images are processed.
AutoML in Heavily Constrained Applications
Optimizing a machine learning pipeline for a task at hand requires careful configuration of various hyperparameters, typically supported by an AutoML system that optimizes the hyperparameters for the given training dataset. Yet, depending on the AutoML system's own second-order meta-configuration, the performance of the AutoML process can vary significantly. Current AutoML systems cannot automatically adapt their own configuration to a specific use case. Further, they cannot compile user-defined application constraints on the effectiveness and efficiency of the pipeline and its generation. In this paper, we propose CAML, which uses meta-learning to automatically adapt its own AutoML parameters, such as the search strategy, the validation strategy, and the search space, for a task at hand. The dynamic AutoML strategy of CAML takes user-defined constraints into account and obtains constraint-satisfying pipelines with high predictive performance.
Survey of User Interface Design and Interaction Techniques in Generative AI Applications
The applications of generative AI have become extremely impressive, and the interplay between users and AI is even more so. Current human-AI interaction literature has taken a broad look at how humans interact with generative AI, but it lacks specificity regarding the user interface designs and patterns used to create these applications. Therefore, we present a survey that comprehensively presents taxonomies of how a human interacts with AI and the user interaction patterns designed to meet the needs of a variety of relevant use cases. We focus primarily on user-guided interactions, surveying interactions that are initiated by the user and do not include any implicit signals given by the user. With this survey, we aim to create a compendium of different user-interaction patterns that can be used as a reference for designers and developers alike. In doing so, we also strive to lower the entry barrier for those attempting to learn more about the design of generative AI applications.
Extracting user needs with Chat-GPT for dialogue recommendation
Large-scale language models (LLMs), such as ChatGPT, are becoming increasingly sophisticated and exhibit human-like capabilities, playing an essential role in assisting humans in a variety of everyday tasks. An important application of AI is interactive recommendation systems that respond to human inquiries and make recommendations tailored to the user. In most conventional interactive recommendation systems, the language model is used only as a dialogue model, and there is a separate recommendation system. This is due to the fact that the language model used as a dialogue system does not have the capability to serve as a recommendation system. Therefore, we will realize the construction of a dialogue system with recommendation capability by using OpenAI's Chat-GPT, which has a very high inference capability as a dialogue system and the ability to generate high-quality sentences, and verify the effectiveness of the system.
Large-Scale User Modeling with Recurrent Neural Networks for Music Discovery on Multiple Time Scales
The amount of content on online music streaming platforms is immense, and most users only access a tiny fraction of this content. Recommender systems are the application of choice to open up the collection to these users. Collaborative filtering has the disadvantage that it relies on explicit ratings, which are often unavailable, and generally disregards the temporal nature of music consumption. On the other hand, item co-occurrence algorithms, such as the recently introduced word2vec-based recommenders, are typically left without an effective user representation. In this paper, we present a new approach to model users through recurrent neural networks by sequentially processing consumed items, represented by any type of embeddings and other context features. This way we obtain semantically rich user representations, which capture a user's musical taste over time. Our experimental analysis on large-scale user data shows that our model can be used to predict future songs a user will likely listen to, both in the short and long term.
Sharingan: Extract User Action Sequence from Desktop Recordings
Video recordings of user activities, particularly desktop recordings, offer a rich source of data for understanding user behaviors and automating processes. However, despite advancements in Vision-Language Models (VLMs) and their increasing use in video analysis, extracting user actions from desktop recordings remains an underexplored area. This paper addresses this gap by proposing two novel VLM-based methods for user action extraction: the Direct Frame-Based Approach (DF), which inputs sampled frames directly into VLMs, and the Differential Frame-Based Approach (DiffF), which incorporates explicit frame differences detected via computer vision techniques. We evaluate these methods using a basic self-curated dataset and an advanced benchmark adapted from prior work. Our results show that the DF approach achieves an accuracy of 70% to 80% in identifying user actions, with the extracted action sequences being re-playable though Robotic Process Automation. We find that while VLMs show potential, incorporating explicit UI changes can degrade performance, making the DF approach more reliable. This work represents the first application of VLMs for extracting user action sequences from desktop recordings, contributing new methods, benchmarks, and insights for future research.
T-COL: Generating Counterfactual Explanations for General User Preferences on Variable Machine Learning Systems
To address the interpretability challenge in machine learning (ML) systems, counterfactual explanations (CEs) have emerged as a promising solution. CEs are unique as they provide workable suggestions to users, in addition to explaining why a certain outcome was predicted. The application of CEs encounters two main challenges: general user preferences and variable ML systems. User preferences tend to be general rather than specific, and CEs need to be adaptable to variable ML models while maintaining robustness even as these models change. Facing these challenges, we present a solution rooted in validated general user preferences, which are derived from thorough user research. We map these preferences to the properties of CEs. Additionally, we introduce a novel method, Tree-based Conditions Optional Links (T-COL), which incorporates two optional structures and multiple condition groups for generating CEs adaptable to general user preferences. Meanwhile, we employ T-COL to enhance the robustness of CEs with specific conditions, making them more valid even when the ML model is replaced. Our experimental comparisons under different user preferences show that T-COL outperforms all baselines, including Large Language Models which are shown to be able to generate counterfactuals.
TexPrax: A Messaging Application for Ethical, Real-time Data Collection and Annotation
Collecting and annotating task-oriented dialog data is difficult, especially for highly specific domains that require expert knowledge. At the same time, informal communication channels such as instant messengers are increasingly being used at work. This has led to a lot of work-relevant information that is disseminated through those channels and needs to be post-processed manually by the employees. To alleviate this problem, we present TexPrax, a messaging system to collect and annotate problems, causes, and solutions that occur in work-related chats. TexPrax uses a chatbot to directly engage the employees to provide lightweight annotations on their conversation and ease their documentation work. To comply with data privacy and security regulations, we use an end-to-end message encryption and give our users full control over their data which has various advantages over conventional annotation tools. We evaluate TexPrax in a user-study with German factory employees who ask their colleagues for solutions on problems that arise during their daily work. Overall, we collect 202 task-oriented German dialogues containing 1,027 sentences with sentence-level expert annotations. Our data analysis also reveals that real-world conversations frequently contain instances with code-switching, varying abbreviations for the same entity, and dialects which NLP systems should be able to handle.
ConsumerBench: Benchmarking Generative AI Applications on End-User Devices
The recent shift in Generative AI (GenAI) applications from cloud-only environments to end-user devices introduces new challenges in resource management, system efficiency, and user experience. This paper presents ConsumerBench, a comprehensive benchmarking framework designed to evaluate the system efficiency and response time of GenAI models running on end-user devices. Unlike existing benchmarks that assume exclusive model access on dedicated GPUs, ConsumerBench simulates realistic multi-application scenarios executing concurrently on constrained hardware. Furthermore, ConsumerBench supports customizable workflows that simulate complex tasks requiring coordination among multiple applications. ConsumerBench captures both application-level metrics, including latency and Service Level Objective (SLO) attainment, and system-level metrics like CPU/GPU utilization and memory bandwidth. Through extensive experiments, ConsumerBench reveals inefficiencies in resource sharing, unfair scheduling under greedy allocation, and performance pitfalls of static model server configurations. The paper also provides practical insights for model developers and system designers, highlighting the benefits of custom kernels tailored to consumer-grade GPU architectures and the value of implementing SLO-aware scheduling strategies.
Tutela: An Open-Source Tool for Assessing User-Privacy on Ethereum and Tornado Cash
A common misconception among blockchain users is that pseudonymity guarantees privacy. The reality is almost the opposite. Every transaction one makes is recorded on a public ledger and reveals information about one's identity. Mixers, such as Tornado Cash, were developed to preserve privacy through "mixing" transactions with those of others in an anonymity pool, making it harder to link deposits and withdrawals from the pool. Unfortunately, it is still possible to reveal information about those in the anonymity pool if users are not careful. We introduce Tutela, an application built on expert heuristics to report the true anonymity of an Ethereum address. In particular, Tutela has three functionalities: first, it clusters together Ethereum addresses based on interaction history such that for an Ethereum address, we can identify other addresses likely owned by the same entity; second, it shows Ethereum users their potentially compromised transactions; third, Tutela computes the true size of the anonymity pool of each Tornado Cash mixer by excluding potentially compromised transactions. A public implementation of Tutela can be found at https://github.com/TutelaLabs/tutela-app. To use Tutela, visit https://www.tutela.xyz.
Data-Prep-Kit: getting your data ready for LLM application development
Data preparation is the first and a very important step towards any Large Language Model (LLM) development. This paper introduces an easy-to-use, extensible, and scale-flexible open-source data preparation toolkit called Data Prep Kit (DPK). DPK is architected and designed to enable users to scale their data preparation to their needs. With DPK they can prepare data on a local machine or effortlessly scale to run on a cluster with thousands of CPU Cores. DPK comes with a highly scalable, yet extensible set of modules that transform natural language and code data. If the user needs additional transforms, they can be easily developed using extensive DPK support for transform creation. These modules can be used independently or pipelined to perform a series of operations. In this paper, we describe DPK architecture and show its performance from a small scale to a very large number of CPUs. The modules from DPK have been used for the preparation of Granite Models [1] [2]. We believe DPK is a valuable contribution to the AI community to easily prepare data to enhance the performance of their LLM models or to fine-tune models with Retrieval-Augmented Generation (RAG).
Predicting User Experience on Laptops from Hardware Specifications
Estimating the overall user experience (UX) on a device is a common challenge faced by manufacturers. Today, device makers primarily rely on microbenchmark scores, such as Geekbench, that stress test specific hardware components, such as CPU or RAM, but do not satisfactorily capture consumer workloads. System designers often rely on domain-specific heuristics and extensive testing of prototypes to reach a desired UX goal, and yet there is often a mismatch between the manufacturers' performance claims and the consumers' experience. We present our initial results on predicting real-life experience on laptops from their hardware specifications. We target web applications that run on Chromebooks (ChromeOS laptops) for a simple and fair aggregation of experience across applications and workloads. On 54 laptops, we track 9 UX metrics on common end-user workloads: web browsing, video playback and audio/video calls. We focus on a subset of high-level metrics exposed by the Chrome browser, that are part of the Web Vitals initiative for judging the UX on web applications. With a dataset of 100K UX data points, we train gradient boosted regression trees that predict the metric values from device specifications. Across our 9 metrics, we note a mean R^2 score (goodness-of-fit on our dataset) of 97.8% and a mean MAAPE (percentage error in prediction on unseen data) of 10.1%.
Leveraging Multimodal Features and Item-level User Feedback for Bundle Construction
Automatic bundle construction is a crucial prerequisite step in various bundle-aware online services. Previous approaches are mostly designed to model the bundling strategy of existing bundles. However, it is hard to acquire large-scale well-curated bundle dataset, especially for those platforms that have not offered bundle services before. Even for platforms with mature bundle services, there are still many items that are included in few or even zero bundles, which give rise to sparsity and cold-start challenges in the bundle construction models. To tackle these issues, we target at leveraging multimodal features, item-level user feedback signals, and the bundle composition information, to achieve a comprehensive formulation of bundle construction. Nevertheless, such formulation poses two new technical challenges: 1) how to learn effective representations by optimally unifying multiple features, and 2) how to address the problems of modality missing, noise, and sparsity problems induced by the incomplete query bundles. In this work, to address these technical challenges, we propose a Contrastive Learning-enhanced Hierarchical Encoder method (CLHE). Specifically, we use self-attention modules to combine the multimodal and multi-item features, and then leverage both item- and bundle-level contrastive learning to enhance the representation learning, thus to counter the modality missing, noise, and sparsity problems. Extensive experiments on four datasets in two application domains demonstrate that our method outperforms a list of SOTA methods. The code and dataset are available at https://github.com/Xiaohao-Liu/CLHE.
Interacting with Non-Cooperative User: A New Paradigm for Proactive Dialogue Policy
Proactive dialogue system is able to lead the conversation to a goal topic and has advantaged potential in bargain, persuasion and negotiation. Current corpus-based learning manner limits its practical application in real-world scenarios. To this end, we contribute to advance the study of the proactive dialogue policy to a more natural and challenging setting, i.e., interacting dynamically with users. Further, we call attention to the non-cooperative user behavior -- the user talks about off-path topics when he/she is not satisfied with the previous topics introduced by the agent. We argue that the targets of reaching the goal topic quickly and maintaining a high user satisfaction are not always converge, because the topics close to the goal and the topics user preferred may not be the same. Towards this issue, we propose a new solution named I-Pro that can learn Proactive policy in the Interactive setting. Specifically, we learn the trade-off via a learned goal weight, which consists of four factors (dialogue turn, goal completion difficulty, user satisfaction estimation, and cooperative degree). The experimental results demonstrate I-Pro significantly outperforms baselines in terms of effectiveness and interpretability.
LLM-Augmented Graph Neural Recommenders: Integrating User Reviews
Recommender systems increasingly aim to combine signals from both user reviews and purchase (or other interaction) behaviors. While user-written comments provide explicit insights about preferences, merging these textual representations from large language models (LLMs) with graph-based embeddings of user actions remains a challenging task. In this work, we propose a framework that employs both a Graph Neural Network (GNN)-based model and an LLM to produce review-aware representations, preserving review semantics while mitigating textual noise. Our approach utilizes a hybrid objective that balances user-item interactions against text-derived features, ensuring that user's both behavioral and linguistic signals are effectively captured. We evaluate this method on multiple datasets from diverse application domains, demonstrating consistent improvements over a baseline GNN-based recommender model. Notably, our model achieves significant gains in recommendation accuracy when review data is sparse or unevenly distributed. These findings highlight the importance of integrating LLM-driven textual feedback with GNN-derived user behavioral patterns to develop robust, context-aware recommender systems.
Measuring What Makes You Unique: Difference-Aware User Modeling for Enhancing LLM Personalization
Personalizing Large Language Models (LLMs) has become a critical step in facilitating their widespread application to enhance individual life experiences. In pursuit of personalization, distilling key preference information from an individual's historical data as instructional preference context to customize LLM generation has emerged as a promising direction. However, these methods face a fundamental limitation by overlooking the inter-user comparative analysis, which is essential for identifying the inter-user differences that truly shape preferences. To address this limitation, we propose Difference-aware Personalization Learning (DPL), a novel approach that emphasizes extracting inter-user differences to enhance LLM personalization. DPL strategically selects representative users for comparison and establishes a structured standard to extract meaningful, task-relevant differences for customizing LLM generation. Extensive experiments on real-world datasets demonstrate that DPL significantly enhances LLM personalization. We release our code at https://github.com/SnowCharmQ/DPL.
Minecraft-ify: Minecraft Style Image Generation with Text-guided Image Editing for In-Game Application
In this paper, we first present the character texture generation system Minecraft-ify, specified to Minecraft video game toward in-game application. Ours can generate face-focused image for texture mapping tailored to 3D virtual character having cube manifold. While existing projects or works only generate texture, proposed system can inverse the user-provided real image, or generate average/random appearance from learned distribution. Moreover, it can be manipulated with text-guidance using StyleGAN and StyleCLIP. These features provide a more extended user experience with enlarged freedom as a user-friendly AI-tool. Project page can be found at https://gh-bumsookim.github.io/Minecraft-ify/
An Architecture for Meeting Quality-of-Service Requirements in Multi-User Quantum Networks
Quantum communication can enhance internet technology by enabling novel applications that are provably impossible classically. The successful execution of such applications relies on the generation of quantum entanglement between different users of the network which meets stringent performance requirements. Alongside traditional metrics such as throughput and jitter, one must ensure the generated entanglement is of sufficiently high quality. Meeting such performance requirements demands a careful orchestration of many devices in the network, giving rise to a fundamentally new scheduling problem. Furthermore, technological limitations of near-term quantum devices impose significant constraints on scheduling methods hoping to meet performance requirements. In this work, we propose the first end-to-end design of a centralized quantum network with multiple users that orchestrates the delivery of entanglement which meets quality-of-service (QoS) requirements of applications. We achieve this by using a centrally constructed schedule that manages usage of devices and ensures the coordinated execution of different quantum operations throughout the network. We use periodic task scheduling and resource-constrained project scheduling techniques, including a novel heuristic, to construct the schedules. Our simulations of four small networks using hardware-validated network parameters, and of a real-world fiber topology using futuristic parameters, illustrate trade-offs between traditional and quantum performance metrics.
Real-Time User-Guided Image Colorization with Learned Deep Priors
We propose a deep learning approach for user-guided image colorization. The system directly maps a grayscale image, along with sparse, local user "hints" to an output colorization with a Convolutional Neural Network (CNN). Rather than using hand-defined rules, the network propagates user edits by fusing low-level cues along with high-level semantic information, learned from large-scale data. We train on a million images, with simulated user inputs. To guide the user towards efficient input selection, the system recommends likely colors based on the input image and current user inputs. The colorization is performed in a single feed-forward pass, enabling real-time use. Even with randomly simulated user inputs, we show that the proposed system helps novice users quickly create realistic colorizations, and offers large improvements in colorization quality with just a minute of use. In addition, we demonstrate that the framework can incorporate other user "hints" to the desired colorization, showing an application to color histogram transfer. Our code and models are available at https://richzhang.github.io/ideepcolor.
AI-Based Facial Emotion Recognition Solutions for Education: A Study of Teacher-User and Other Categories
Existing information on AI-based facial emotion recognition (FER) is not easily comprehensible by those outside the field of computer science, requiring cross-disciplinary effort to determine a categorisation framework that promotes the understanding of this technology, and its impact on users. Most proponents classify FER in terms of methodology, implementation and analysis; relatively few by its application in education; and none by its users. This paper is concerned primarily with (potential) teacher-users of FER tools for education. It proposes a three-part classification of these teachers, by orientation, condition and preference, based on a classical taxonomy of affective educational objectives, and related theories. It also compiles and organises the types of FER solutions found in or inferred from the literature into "technology" and "applications" categories, as a prerequisite for structuring the proposed "teacher-user" category. This work has implications for proponents', critics', and users' understanding of the relationship between teachers and FER.
ASSISTGUI: Task-Oriented Desktop Graphical User Interface Automation
Graphical User Interface (GUI) automation holds significant promise for assisting users with complex tasks, thereby boosting human productivity. Existing works leveraging Large Language Model (LLM) or LLM-based AI agents have shown capabilities in automating tasks on Android and Web platforms. However, these tasks are primarily aimed at simple device usage and entertainment operations. This paper presents a novel benchmark, AssistGUI, to evaluate whether models are capable of manipulating the mouse and keyboard on the Windows platform in response to user-requested tasks. We carefully collected a set of 100 tasks from nine widely-used software applications, such as, After Effects and MS Word, each accompanied by the necessary project files for better evaluation. Moreover, we propose an advanced Actor-Critic Embodied Agent framework, which incorporates a sophisticated GUI parser driven by an LLM-agent and an enhanced reasoning mechanism adept at handling lengthy procedural tasks. Our experimental results reveal that our GUI Parser and Reasoning mechanism outshine existing methods in performance. Nevertheless, the potential remains substantial, with the best model attaining only a 46% success rate on our benchmark. We conclude with a thorough analysis of the current methods' limitations, setting the stage for future breakthroughs in this domain.
UIClip: A Data-driven Model for Assessing User Interface Design
User interface (UI) design is a difficult yet important task for ensuring the usability, accessibility, and aesthetic qualities of applications. In our paper, we develop a machine-learned model, UIClip, for assessing the design quality and visual relevance of a UI given its screenshot and natural language description. To train UIClip, we used a combination of automated crawling, synthetic augmentation, and human ratings to construct a large-scale dataset of UIs, collated by description and ranked by design quality. Through training on the dataset, UIClip implicitly learns properties of good and bad designs by i) assigning a numerical score that represents a UI design's relevance and quality and ii) providing design suggestions. In an evaluation that compared the outputs of UIClip and other baselines to UIs rated by 12 human designers, we found that UIClip achieved the highest agreement with ground-truth rankings. Finally, we present three example applications that demonstrate how UIClip can facilitate downstream applications that rely on instantaneous assessment of UI design quality: i) UI code generation, ii) UI design tips generation, and iii) quality-aware UI example search.
Retinexformer: One-stage Retinex-based Transformer for Low-light Image Enhancement
When enhancing low-light images, many deep learning algorithms are based on the Retinex theory. However, the Retinex model does not consider the corruptions hidden in the dark or introduced by the light-up process. Besides, these methods usually require a tedious multi-stage training pipeline and rely on convolutional neural networks, showing limitations in capturing long-range dependencies. In this paper, we formulate a simple yet principled One-stage Retinex-based Framework (ORF). ORF first estimates the illumination information to light up the low-light image and then restores the corruption to produce the enhanced image. We design an Illumination-Guided Transformer (IGT) that utilizes illumination representations to direct the modeling of non-local interactions of regions with different lighting conditions. By plugging IGT into ORF, we obtain our algorithm, Retinexformer. Comprehensive quantitative and qualitative experiments demonstrate that our Retinexformer significantly outperforms state-of-the-art methods on thirteen benchmarks. The user study and application on low-light object detection also reveal the latent practical values of our method. Code, models, and results are available at https://github.com/caiyuanhao1998/Retinexformer
LVLM-Intrepret: An Interpretability Tool for Large Vision-Language Models
In the rapidly evolving landscape of artificial intelligence, multi-modal large language models are emerging as a significant area of interest. These models, which combine various forms of data input, are becoming increasingly popular. However, understanding their internal mechanisms remains a complex task. Numerous advancements have been made in the field of explainability tools and mechanisms, yet there is still much to explore. In this work, we present a novel interactive application aimed towards understanding the internal mechanisms of large vision-language models. Our interface is designed to enhance the interpretability of the image patches, which are instrumental in generating an answer, and assess the efficacy of the language model in grounding its output in the image. With our application, a user can systematically investigate the model and uncover system limitations, paving the way for enhancements in system capabilities. Finally, we present a case study of how our application can aid in understanding failure mechanisms in a popular large multi-modal model: LLaVA.
Remember, Retrieve and Generate: Understanding Infinite Visual Concepts as Your Personalized Assistant
The development of large language models (LLMs) has significantly enhanced the capabilities of multimodal LLMs (MLLMs) as general assistants. However, lack of user-specific knowledge still restricts their application in human's daily life. In this paper, we introduce the Retrieval Augmented Personalization (RAP) framework for MLLMs' personalization. Starting from a general MLLM, we turn it into a personalized assistant in three steps. (a) Remember: We design a key-value database to store user-related information, e.g., user's name, avatar and other attributes. (b) Retrieve: When the user initiates a conversation, RAP will retrieve relevant information from the database using a multimodal retriever. (c) Generate: The input query and retrieved concepts' information are fed into MLLMs to generate personalized, knowledge-augmented responses. Unlike previous methods, RAP allows real-time concept editing via updating the external database. To further improve generation quality and alignment with user-specific information, we design a pipeline for data collection and create a specialized dataset for personalized training of MLLMs. Based on the dataset, we train a series of MLLMs as personalized multimodal assistants. By pretraining on large-scale dataset, RAP-MLLMs can generalize to infinite visual concepts without additional finetuning. Our models demonstrate outstanding flexibility and generation quality across a variety of tasks, such as personalized image captioning, question answering and visual recognition. The code, data and models are available at https://github.com/Hoar012/RAP-MLLM.
An Anonymous Authentication and Communication Protocol for Wireless Mesh Networks
Wireless mesh networks (WMNs) have emerged as a key technology for next generation wireless broadband networks showing rapid progress and inspiring numerous compelling applications. A WMN comprises of a set of mesh routers (MRs) and mesh clients (MCs), where MRs are connected to the Internet backbone through the Internet gateways (IGWs). The MCs are wireless devices and communicate among themselves over possibly multi-hop paths with or without the involvement of MRs. User privacy and security have been primary concerns in WMNs due to their peer-to-peer network topology, shared wireless medium, stringent resource constraints, and highly dynamic environment. Moreover, to support real-time applications, WMNs must also be equipped with robust, reliable and efficient communication protocols so as to minimize the end-to-end latency and packet drops. Design of a secure and efficient communication protocol for WMNs, therefore, is of paramount importance. In this paper, we propose a security and privacy protocol that provides security and user anonymity while maintaining communication efficiency in a WMN. The security protocol ensures secure authentication and encryption in access and the backbone networks. The user anonymity, authentication and data privacy is achieved by application of a protocol that is based on Rivest's ring signature scheme. Simulation results demonstrate that while the protocols have minimal storage and communication overhead, they are robust and provide high level of security and privacy to the users of the network services.
Inst-Inpaint: Instructing to Remove Objects with Diffusion Models
Image inpainting task refers to erasing unwanted pixels from images and filling them in a semantically consistent and realistic way. Traditionally, the pixels that are wished to be erased are defined with binary masks. From the application point of view, a user needs to generate the masks for the objects they would like to remove which can be time-consuming and prone to errors. In this work, we are interested in an image inpainting algorithm that estimates which object to be removed based on natural language input and removes it, simultaneously. For this purpose, first, we construct a dataset named GQA-Inpaint for this task. Second, we present a novel inpainting framework, Inst-Inpaint, that can remove objects from images based on the instructions given as text prompts. We set various GAN and diffusion-based baselines and run experiments on synthetic and real image datasets. We compare methods with different evaluation metrics that measure the quality and accuracy of the models and show significant quantitative and qualitative improvements.
Can Long-Context Language Models Subsume Retrieval, RAG, SQL, and More?
Long-context language models (LCLMs) have the potential to revolutionize our approach to tasks traditionally reliant on external tools like retrieval systems or databases. Leveraging LCLMs' ability to natively ingest and process entire corpora of information offers numerous advantages. It enhances user-friendliness by eliminating the need for specialized knowledge of tools, provides robust end-to-end modeling that minimizes cascading errors in complex pipelines, and allows for the application of sophisticated prompting techniques across the entire system. To assess this paradigm shift, we introduce LOFT, a benchmark of real-world tasks requiring context up to millions of tokens designed to evaluate LCLMs' performance on in-context retrieval and reasoning. Our findings reveal LCLMs' surprising ability to rival state-of-the-art retrieval and RAG systems, despite never having been explicitly trained for these tasks. However, LCLMs still face challenges in areas like compositional reasoning that are required in SQL-like tasks. Notably, prompting strategies significantly influence performance, emphasizing the need for continued research as context lengths grow. Overall, LOFT provides a rigorous testing ground for LCLMs, showcasing their potential to supplant existing paradigms and tackle novel tasks as model capabilities scale.
Pipeline and Dataset Generation for Automated Fact-checking in Almost Any Language
This article presents a pipeline for automated fact-checking leveraging publicly available Language Models and data. The objective is to assess the accuracy of textual claims using evidence from a ground-truth evidence corpus. The pipeline consists of two main modules -- the evidence retrieval and the claim veracity evaluation. Our primary focus is on the ease of deployment in various languages that remain unexplored in the field of automated fact-checking. Unlike most similar pipelines, which work with evidence sentences, our pipeline processes data on a paragraph level, simplifying the overall architecture and data requirements. Given the high cost of annotating language-specific fact-checking training data, our solution builds on the Question Answering for Claim Generation (QACG) method, which we adapt and use to generate the data for all models of the pipeline. Our strategy enables the introduction of new languages through machine translation of only two fixed datasets of moderate size. Subsequently, any number of training samples can be generated based on an evidence corpus in the target language. We provide open access to all data and fine-tuned models for Czech, English, Polish, and Slovak pipelines, as well as to our codebase that may be used to reproduce the results.We comprehensively evaluate the pipelines for all four languages, including human annotations and per-sample difficulty assessment using Pointwise V-information. The presented experiments are based on full Wikipedia snapshots to promote reproducibility. To facilitate implementation and user interaction, we develop the FactSearch application featuring the proposed pipeline and the preliminary feedback on its performance.
Knowledgeable Preference Alignment for LLMs in Domain-specific Question Answering
Recently, the development of large language models (LLMs) has attracted wide attention in academia and industry. Deploying LLMs to real scenarios is one of the key directions in the current Internet industry. In this paper, we present a novel pipeline to apply LLMs for domain-specific question answering (QA) that incorporates domain knowledge graphs (KGs), addressing an important direction of LLM application. As a real-world application, the content generated by LLMs should be user-friendly to serve the customers. Additionally, the model needs to utilize domain knowledge properly to generate reliable answers. These two issues are the two major difficulties in the LLM application as vanilla fine-tuning can not adequately address them. We think both requirements can be unified as the model preference problem that needs to align with humans to achieve practical application. Thus, we introduce Knowledgeable Preference AlignmenT (KnowPAT), which constructs two kinds of preference set called style preference set and knowledge preference set respectively to tackle the two issues. Besides, we design a new alignment objective to align the LLM preference with human preference, aiming to train a better LLM for real-scenario domain-specific QA to generate reliable and user-friendly answers. Adequate experiments and comprehensive with 15 baseline methods demonstrate that our KnowPAT is an outperforming pipeline for real-scenario domain-specific QA with LLMs. Our code is open-source at https://github.com/zjukg/KnowPAT.
An Agentic System for Rare Disease Diagnosis with Traceable Reasoning
Rare diseases collectively affect over 300 million individuals worldwide, yet timely and accurate diagnosis remains a pervasive challenge. This is largely due to their clinical heterogeneity, low individual prevalence, and the limited familiarity most clinicians have with rare conditions. Here, we introduce DeepRare, the first rare disease diagnosis agentic system powered by a large language model (LLM), capable of processing heterogeneous clinical inputs. The system generates ranked diagnostic hypotheses for rare diseases, each accompanied by a transparent chain of reasoning that links intermediate analytic steps to verifiable medical evidence. DeepRare comprises three key components: a central host with a long-term memory module; specialized agent servers responsible for domain-specific analytical tasks integrating over 40 specialized tools and web-scale, up-to-date medical knowledge sources, ensuring access to the most current clinical information. This modular and scalable design enables complex diagnostic reasoning while maintaining traceability and adaptability. We evaluate DeepRare on eight datasets. The system demonstrates exceptional diagnostic performance among 2,919 diseases, achieving 100% accuracy for 1013 diseases. In HPO-based evaluations, DeepRare significantly outperforms other 15 methods, like traditional bioinformatics diagnostic tools, LLMs, and other agentic systems, achieving an average Recall@1 score of 57.18% and surpassing the second-best method (Reasoning LLM) by a substantial margin of 23.79 percentage points. For multi-modal input scenarios, DeepRare achieves 70.60% at Recall@1 compared to Exomiser's 53.20% in 109 cases. Manual verification of reasoning chains by clinical experts achieves 95.40% agreements. Furthermore, the DeepRare system has been implemented as a user-friendly web application http://raredx.cn/doctor.
SPML: A DSL for Defending Language Models Against Prompt Attacks
Large language models (LLMs) have profoundly transformed natural language applications, with a growing reliance on instruction-based definitions for designing chatbots. However, post-deployment the chatbot definitions are fixed and are vulnerable to attacks by malicious users, emphasizing the need to prevent unethical applications and financial losses. Existing studies explore user prompts' impact on LLM-based chatbots, yet practical methods to contain attacks on application-specific chatbots remain unexplored. This paper presents System Prompt Meta Language (SPML), a domain-specific language for refining prompts and monitoring the inputs to the LLM-based chatbots. SPML actively checks attack prompts, ensuring user inputs align with chatbot definitions to prevent malicious execution on the LLM backbone, optimizing costs. It also streamlines chatbot definition crafting with programming language capabilities, overcoming natural language design challenges. Additionally, we introduce a groundbreaking benchmark with 1.8k system prompts and 20k user inputs, offering the inaugural language and benchmark for chatbot definition evaluation. Experiments across datasets demonstrate SPML's proficiency in understanding attacker prompts, surpassing models like GPT-4, GPT-3.5, and LLAMA. Our data and codes are publicly available at: https://prompt-compiler.github.io/SPML/.
Utilizing Large Language Models to Synthesize Product Desirability Datasets
This research explores the application of large language models (LLMs) to generate synthetic datasets for Product Desirability Toolkit (PDT) testing, a key component in evaluating user sentiment and product experience. Utilizing gpt-4o-mini, a cost-effective alternative to larger commercial LLMs, three methods, Word+Review, Review+Word, and Supply-Word, were each used to synthesize 1000 product reviews. The generated datasets were assessed for sentiment alignment, textual diversity, and data generation cost. Results demonstrated high sentiment alignment across all methods, with Pearson correlations ranging from 0.93 to 0.97. Supply-Word exhibited the highest diversity and coverage of PDT terms, although with increased generation costs. Despite minor biases toward positive sentiments, in situations with limited test data, LLM-generated synthetic data offers significant advantages, including scalability, cost savings, and flexibility in dataset production.
TinyAgent: Function Calling at the Edge
Recent large language models (LLMs) have enabled the development of advanced agentic systems that can integrate various tools and APIs to fulfill user queries through function calling. However, the deployment of these LLMs on the edge has not been explored since they typically require cloud-based infrastructure due to their substantial model size and computational demands. To this end, we present TinyAgent, an end-to-end framework for training and deploying task-specific small language model agents capable of function calling for driving agentic systems at the edge. We first show how to enable accurate function calling for open-source models via the LLMCompiler framework. We then systematically curate a high-quality dataset for function calling, which we use to fine-tune two small language models, TinyAgent-1.1B and 7B. For efficient inference, we introduce a novel tool retrieval method to reduce the input prompt length and utilize quantization to further accelerate the inference speed. As a driving application, we demonstrate a local Siri-like system for Apple's MacBook that can execute user commands through text or voice input. Our results show that our models can achieve, and even surpass, the function-calling capabilities of larger models like GPT-4-Turbo, while being fully deployed at the edge. We open-source our dataset, models, and installable package and provide a demo video for our MacBook assistant agent.
Learning Bipedal Walking On Planned Footsteps For Humanoid Robots
Deep reinforcement learning (RL) based controllers for legged robots have demonstrated impressive robustness for walking in different environments for several robot platforms. To enable the application of RL policies for humanoid robots in real-world settings, it is crucial to build a system that can achieve robust walking in any direction, on 2D and 3D terrains, and be controllable by a user-command. In this paper, we tackle this problem by learning a policy to follow a given step sequence. The policy is trained with the help of a set of procedurally generated step sequences (also called footstep plans). We show that simply feeding the upcoming 2 steps to the policy is sufficient to achieve omnidirectional walking, turning in place, standing, and climbing stairs. Our method employs curriculum learning on the complexity of terrains, and circumvents the need for reference motions or pre-trained weights. We demonstrate the application of our proposed method to learn RL policies for 2 new robot platforms - HRP5P and JVRC-1 - in the MuJoCo simulation environment. The code for training and evaluation is available online.
KAOS: Large Model Multi-Agent Operating System
The intelligent interaction model based on large models reduces the differences in user experience across various system platforms but faces challenges in multi-agent collaboration and resource sharing. To demonstrate a uniform user experience across different foundational software platforms and address resource coordination management challenges, this paper proposes KAOS, a multi-agent operating system based on the open-source Kylin. The research method involves empowering agents with large models to serve applications. First, by introducing management role agents and vertical multi-agent collaboration to construct or replace typical application software. Second, by studying system-level shared resource scheduling strategies to enhance user experience and optimize resource utilization. And finally, by validating the efficiency and superiority of the large model multi-agent operating system through real applications and scoring intelligence. The feasibility of this system is demonstrated, providing a new perspective for the development of multi-agent operating systems. Experimental results show significant advantages of multi-agent collaboration in various application scenarios.
MobileAgent: enhancing mobile control via human-machine interaction and SOP integration
Agents centered around Large Language Models (LLMs) are now capable of automating mobile device operations for users. After fine-tuning to learn a user's mobile operations, these agents can adhere to high-level user instructions online. They execute tasks such as goal decomposition, sequencing of sub-goals, and interactive environmental exploration, until the final objective is achieved. However, privacy concerns related to personalized user data arise during mobile operations, requiring user confirmation. Moreover, users' real-world operations are exploratory, with action data being complex and redundant, posing challenges for agent learning. To address these issues, in our practical application, we have designed interactive tasks between agents and humans to identify sensitive information and align with personalized user needs. Additionally, we integrated Standard Operating Procedure (SOP) information within the model's in-context learning to enhance the agent's comprehension of complex task execution. Our approach is evaluated on the new device control benchmark AitW, which encompasses 30K unique instructions across multi-step tasks, including application operation, web searching, and web shopping. Experimental results show that the SOP-based agent achieves state-of-the-art performance in LLMs without incurring additional inference costs, boasting an overall action success rate of 66.92\%. The code and data examples are available at https://github.com/alipay/mobile-agent.
FairEval: Evaluating Fairness in LLM-Based Recommendations with Personality Awareness
Recent advances in Large Language Models (LLMs) have enabled their application to recommender systems (RecLLMs), yet concerns remain regarding fairness across demographic and psychological user dimensions. We introduce FairEval, a novel evaluation framework to systematically assess fairness in LLM-based recommendations. FairEval integrates personality traits with eight sensitive demographic attributes,including gender, race, and age, enabling a comprehensive assessment of user-level bias. We evaluate models, including ChatGPT 4o and Gemini 1.5 Flash, on music and movie recommendations. FairEval's fairness metric, PAFS, achieves scores up to 0.9969 for ChatGPT 4o and 0.9997 for Gemini 1.5 Flash, with disparities reaching 34.79 percent. These results highlight the importance of robustness in prompt sensitivity and support more inclusive recommendation systems.
Structured Prompting and Feedback-Guided Reasoning with LLMs for Data Interpretation
Large language models (LLMs) have demonstrated remarkable capabilities in natural language understanding and task generalization. However, their application to structured data analysis remains fragile due to inconsistencies in schema interpretation, misalignment between user intent and model output, and limited mechanisms for self-correction when failures occur. This paper introduces the STROT Framework (Structured Task Reasoning and Output Transformation), a method for structured prompting and feedback-driven transformation logic generation aimed at improving the reliability and semantic alignment of LLM-based analytical workflows. STROT begins with lightweight schema introspection and sample-based field classification, enabling dynamic context construction that captures both the structure and statistical profile of the input data. This contextual information is embedded in structured prompts that guide the model toward generating task-specific, interpretable outputs. To address common failure modes in complex queries, STROT incorporates a refinement mechanism in which the model iteratively revises its outputs based on execution feedback and validation signals. Unlike conventional approaches that rely on static prompts or single-shot inference, STROT treats the LLM as a reasoning agent embedded within a controlled analysis loop -- capable of adjusting its output trajectory through planning and correction. The result is a robust and reproducible framework for reasoning over structured data with LLMs, applicable to diverse data exploration and analysis tasks where interpretability, stability, and correctness are essential.
Are We There Yet? A Measurement Study of Efficiency for LLM Applications on Mobile Devices
Recent advancements in large language models (LLMs) have prompted interest in deploying these models on mobile devices to enable new applications without relying on cloud connectivity. However, the efficiency constraints of deploying LLMs on resource-limited devices present significant challenges. In this paper, we conduct a comprehensive measurement study to evaluate the efficiency tradeoffs between mobile-based, edge-based, and cloud-based deployments for LLM applications. We implement AutoLife-Lite, a simplified LLM-based application that analyzes smartphone sensor data to infer user location and activity contexts. Our experiments reveal that: (1) Only small-size LLMs (<4B parameters) can run successfully on powerful mobile devices, though they exhibit quality limitations compared to larger models; (2) Model compression is effective in lower the hardware requirement, but may lead to significant performance degradation; (3) The latency to run LLMs on mobile devices with meaningful output is significant (>30 seconds), while cloud services demonstrate better time efficiency (<10 seconds); (4) Edge deployments offer intermediate tradeoffs between latency and model capabilities, with different results on CPU-based and GPU-based settings. These findings provide valuable insights for system designers on the current limitations and future directions for on-device LLM applications.
Mipha: A Comprehensive Overhaul of Multimodal Assistant with Small Language Models
Multimodal Large Language Models (MLLMs) have showcased impressive skills in tasks related to visual understanding and reasoning. Yet, their widespread application faces obstacles due to the high computational demands during both the training and inference phases, restricting their use to a limited audience within the research and user communities. In this paper, we investigate the design aspects of Multimodal Small Language Models (MSLMs) and propose an efficient multimodal assistant named Mipha, which is designed to create synergy among various aspects: visual representation, language models, and optimization strategies. We show that without increasing the volume of training data, our Mipha-3B outperforms the state-of-the-art large MLLMs, especially LLaVA-1.5-13B, on multiple benchmarks. Through detailed discussion, we provide insights and guidelines for developing strong MSLMs that rival the capabilities of MLLMs. Our code is available at https://github.com/zhuyiche/llava-phi.
HoloTime: Taming Video Diffusion Models for Panoramic 4D Scene Generation
The rapid advancement of diffusion models holds the promise of revolutionizing the application of VR and AR technologies, which typically require scene-level 4D assets for user experience. Nonetheless, existing diffusion models predominantly concentrate on modeling static 3D scenes or object-level dynamics, constraining their capacity to provide truly immersive experiences. To address this issue, we propose HoloTime, a framework that integrates video diffusion models to generate panoramic videos from a single prompt or reference image, along with a 360-degree 4D scene reconstruction method that seamlessly transforms the generated panoramic video into 4D assets, enabling a fully immersive 4D experience for users. Specifically, to tame video diffusion models for generating high-fidelity panoramic videos, we introduce the 360World dataset, the first comprehensive collection of panoramic videos suitable for downstream 4D scene reconstruction tasks. With this curated dataset, we propose Panoramic Animator, a two-stage image-to-video diffusion model that can convert panoramic images into high-quality panoramic videos. Following this, we present Panoramic Space-Time Reconstruction, which leverages a space-time depth estimation method to transform the generated panoramic videos into 4D point clouds, enabling the optimization of a holistic 4D Gaussian Splatting representation to reconstruct spatially and temporally consistent 4D scenes. To validate the efficacy of our method, we conducted a comparative analysis with existing approaches, revealing its superiority in both panoramic video generation and 4D scene reconstruction. This demonstrates our method's capability to create more engaging and realistic immersive environments, thereby enhancing user experiences in VR and AR applications.
StruQ: Defending Against Prompt Injection with Structured Queries
Recent advances in Large Language Models (LLMs) enable exciting LLM-integrated applications, which perform text-based tasks by utilizing their advanced language understanding capabilities. However, as LLMs have improved, so have the attacks against them. Prompt injection attacks are an important threat: they trick the model to deviate from the original application's instructions and instead follow user directives. These attacks rely on the LLM's ability to follow instructions and inability to separate the prompts and user data. We introduce structured queries, a general approach to tackle this problem. Structured queries separate prompts and data into two channels. We implement a system that supports structured queries. This system is made of (1) a secure front-end that formats a prompt and user data into a special format, and (2) a specially trained LLM that can produce high-quality outputs from these inputs. The LLM is trained using a novel fine-tuning strategy: we convert a base (non-instruction-tuned) LLM to a structured instruction-tuned model that will only follow instructions in the prompt portion of a query. To do so, we augment standard instruction tuning datasets with examples that also include instructions in the data portion of the query, and fine-tune the model to ignore these. Our system significantly improves resistance to prompt injection attacks, with little or no impact on utility. Our code is released at https://github.com/Sizhe-Chen/PromptInjectionDefense.
SemiPFL: Personalized Semi-Supervised Federated Learning Framework for Edge Intelligence
Recent advances in wearable devices and Internet-of-Things (IoT) have led to massive growth in sensor data generated in edge devices. Labeling such massive data for classification tasks has proven to be challenging. In addition, data generated by different users bear various personal attributes and edge heterogeneity, rendering it impractical to develop a global model that adapts well to all users. Concerns over data privacy and communication costs also prohibit centralized data accumulation and training. We propose SemiPFL that supports edge users having no label or limited labeled datasets and a sizable amount of unlabeled data that is insufficient to train a well-performing model. In this work, edge users collaborate to train a Hyper-network in the server, generating personalized autoencoders for each user. After receiving updates from edge users, the server produces a set of base models for each user, which the users locally aggregate them using their own labeled dataset. We comprehensively evaluate our proposed framework on various public datasets from a wide range of application scenarios, from wearable health to IoT, and demonstrate that SemiPFL outperforms state-of-art federated learning frameworks under the same assumptions regarding user performance, network footprint, and computational consumption. We also show that the solution performs well for users without label or having limited labeled datasets and increasing performance for increased labeled data and number of users, signifying the effectiveness of SemiPFL for handling data heterogeneity and limited annotation. We also demonstrate the stability of SemiPFL for handling user hardware resource heterogeneity in three real-time scenarios.
Adaptive Elicitation of Latent Information Using Natural Language
Eliciting information to reduce uncertainty about a latent entity is a critical task in many application domains, e.g., assessing individual student learning outcomes, diagnosing underlying diseases, or learning user preferences. Though natural language is a powerful medium for this purpose, large language models (LLMs) and existing fine-tuning algorithms lack mechanisms for strategically gathering information to refine their own understanding of the latent entity. To harness the generalization power and world knowledge of LLMs in developing effective information-gathering strategies, we propose an adaptive elicitation framework that actively reduces uncertainty on the latent entity. Since probabilistic modeling of an abstract latent entity is difficult, our framework adopts a predictive view of uncertainty, using a meta-learned language model to simulate future observations and enable scalable uncertainty quantification over complex natural language. Through autoregressive forward simulation, our model quantifies how new questions reduce epistemic uncertainty, enabling the development of sophisticated information-gathering strategies to choose the most informative next queries. In experiments on the 20 questions game, dynamic opinion polling, and adaptive student assessment, our method consistently outperforms baselines in identifying critical unknowns and improving downstream predictions, illustrating the promise of strategic information gathering in natural language settings.
CleanAgent: Automating Data Standardization with LLM-based Agents
Data standardization is a crucial part of the data science life cycle. While tools like Pandas offer robust functionalities, their complexity and the manual effort required for customizing code to diverse column types pose significant challenges. Although large language models (LLMs) like ChatGPT have shown promise in automating this process through natural language understanding and code generation, it still demands expert-level programming knowledge and continuous interaction for prompt refinement. To solve these challenges, our key idea is to propose a Python library with declarative, unified APIs for standardizing different column types, simplifying the LLM's code generation with concise API calls. We first propose Dataprep.Clean, a component of the Dataprep Python Library, significantly reduces the coding complexity by enabling the standardization of specific column types with a single line of code. Then, we introduce the CleanAgent framework integrating Dataprep.Clean and LLM-based agents to automate the data standardization process. With CleanAgent, data scientists only need to provide their requirements once, allowing for a hands-free process. To demonstrate the practical utility of CleanAgent, we developed a user-friendly web application, allowing attendees to interact with it using real-world datasets.
Refactoring Programs Using Large Language Models with Few-Shot Examples
A less complex and more straightforward program is a crucial factor that enhances its maintainability and makes writing secure and bug-free programs easier. However, due to its heavy workload and the risks of breaking the working programs, programmers are reluctant to do code refactoring, and thus, it also causes the loss of potential learning experiences. To mitigate this, we demonstrate the application of using a large language model (LLM), GPT-3.5, to suggest less complex versions of the user-written Python program, aiming to encourage users to learn how to write better programs. We propose a method to leverage the prompting with few-shot examples of the LLM by selecting the best-suited code refactoring examples for each target programming problem based on the prior evaluation of prompting with the one-shot example. The quantitative evaluation shows that 95.68% of programs can be refactored by generating 10 candidates each, resulting in a 17.35% reduction in the average cyclomatic complexity and a 25.84% decrease in the average number of lines after filtering only generated programs that are semantically correct. Furthermore, the qualitative evaluation shows outstanding capability in code formatting, while unnecessary behaviors such as deleting or translating comments are also observed.
BuboGPT: Enabling Visual Grounding in Multi-Modal LLMs
LLMs have demonstrated remarkable abilities at interacting with humans through language, especially with the usage of instruction-following data. Recent advancements in LLMs, such as MiniGPT-4, LLaVA, and X-LLM, further enlarge their abilities by incorporating multi-modal inputs, including image, video, and speech. Despite their effectiveness at generating precise and detailed language understanding of the given modality signal, these LLMs give up the ability to ground specific parts of inputs, thus only constructing a coarse-grained mapping. However, explicit and informative correspondence between text and other modalities will not only improve the user experience but also help to expand the application scenario of multi-modal LLMs. Therefore, we propose BuboGPT, a multi-modal LLM with visual grounding that can perform cross-modal interaction between vision, audio and language, providing fine-grained understanding of visual objects and other given modalities. As a result, BuboGPT is able to point out the specific location of an object in the image, when it is generating response or description for that object. Our contributions are two-fold: 1) An off-the-shelf visual grounding module based on SAM that extracts entities in a sentence and find corresponding masks in the image. 2) A two-stage training scheme and instruction dataset to endow joint text-image-audio understanding. Our experiments show that BuboGPT achieves impressive multi-modality understanding and visual grounding abilities during the interaction with human. It performs consistently well when provided by arbitrary modality combinations (either aligned or unaligned). Our code, model and dataset are available at https://bubo-gpt.github.io .
Flash-VStream: Memory-Based Real-Time Understanding for Long Video Streams
Benefiting from the advancements in large language models and cross-modal alignment, existing multi-modal video understanding methods have achieved prominent performance in offline scenario. However, online video streams, as one of the most common media forms in the real world, have seldom received attention. Compared to offline videos, the 'dynamic' nature of online video streams poses challenges for the direct application of existing models and introduces new problems, such as the storage of extremely long-term information, interaction between continuous visual content and 'asynchronous' user questions. Therefore, in this paper we present Flash-VStream, a video-language model that simulates the memory mechanism of human. Our model is able to process extremely long video streams in real-time and respond to user queries simultaneously. Compared to existing models, Flash-VStream achieves significant reductions in inference latency and VRAM consumption, which is intimately related to performing understanding of online streaming video. In addition, given that existing video understanding benchmarks predominantly concentrate on offline scenario, we propose VStream-QA, a novel question answering benchmark specifically designed for online video streaming understanding. Comparisons with popular existing methods on the proposed benchmark demonstrate the superiority of our method for such challenging setting. To verify the generalizability of our approach, we further evaluate it on existing video understanding benchmarks and achieves state-of-the-art performance in offline scenarios as well. All code, models, and datasets are available at the https://invinciblewyq.github.io/vstream-page/
OpenAgents: An Open Platform for Language Agents in the Wild
Language agents show potential in being capable of utilizing natural language for varied and intricate tasks in diverse environments, particularly when built upon large language models (LLMs). Current language agent frameworks aim to facilitate the construction of proof-of-concept language agents while neglecting the non-expert user access to agents and paying little attention to application-level designs. We present OpenAgents, an open platform for using and hosting language agents in the wild of everyday life. OpenAgents includes three agents: (1) Data Agent for data analysis with Python/SQL and data tools; (2) Plugins Agent with 200+ daily API tools; (3) Web Agent for autonomous web browsing. OpenAgents enables general users to interact with agent functionalities through a web user interface optimized for swift responses and common failures while offering developers and researchers a seamless deployment experience on local setups, providing a foundation for crafting innovative language agents and facilitating real-world evaluations. We elucidate the challenges and opportunities, aspiring to set a foundation for future research and development of real-world language agents.
Automatic News Summerization
Natural Language Processing is booming with its applications in the real world, one of which is Text Summarization for large texts including news articles. This research paper provides an extensive comparative evaluation of extractive and abstractive approaches for news text summarization, with an emphasis on the ROUGE score analysis. The study employs the CNN-Daily Mail dataset, which consists of news articles and human-generated reference summaries. The evaluation employs ROUGE scores to assess the efficacy and quality of generated summaries. After Evaluation, we integrate the best-performing models on a web application to assess their real-world capabilities and user experience.
Building a Privacy Web with SPIDEr -- Secure Pipeline for Information De-Identification with End-to-End Encryption
Data de-identification makes it possible to glean insights from data while preserving user privacy. The use of Trusted Execution Environments (TEEs) allow for the execution of de-identification applications on the cloud without the need for a user to trust the third-party application provider. In this paper, we present SPIDEr - Secure Pipeline for Information De-Identification with End-to-End Encryption, our implementation of an end-to-end encrypted data de-identification pipeline. SPIDEr supports classical anonymisation techniques such as suppression, pseudonymisation, generalisation, and aggregation, as well as techniques that offer a formal privacy guarantee such as k-anonymisation and differential privacy. To enable scalability and improve performance on constrained TEE hardware, we enable batch processing of data for differential privacy computations. We present our design of the control flows for end-to-end secure execution of de-identification operations within a TEE. As part of the control flow for running SPIDEr within the TEE, we perform attestation, a process that verifies that the software binaries were properly instantiated on a known, trusted platform.
EC-Guide: A Comprehensive E-Commerce Guide for Instruction Tuning and Quantization
Large language models (LLMs) have attracted considerable attention in various fields for their cost-effective solutions to diverse challenges, especially with advancements in instruction tuning and quantization. E-commerce, with its complex tasks and extensive product-user interactions, presents a promising application area for LLMs. However, the domain-specific concepts and knowledge inherent in e-commerce pose significant challenges for adapting general LLMs. To address this issue, we developed EC-Guide https://github.com/fzp0424/EC-Guide-KDDUP-2024, a comprehensive e-commerce guide for instruction tuning and quantization of LLMs. We also heuristically integrated Chain-of-Thought (CoT) during inference to enhance arithmetic performance. Our approach achieved the 2nd place in Track 2 and 5th place in Track 5 at the Amazon KDD Cup'24 https://www.aicrowd.com/challenges/amazon-kdd-cup-2024-multi-task-online-shopping-challenge-for-llms. Additionally, our solution is model-agnostic, enabling effective scalability across larger systems.
SEED-Data-Edit Technical Report: A Hybrid Dataset for Instructional Image Editing
In this technical report, we introduce SEED-Data-Edit: a unique hybrid dataset for instruction-guided image editing, which aims to facilitate image manipulation using open-form language. SEED-Data-Edit is composed of three distinct types of data: (1) High-quality editing data produced by an automated pipeline, ensuring a substantial volume of diverse image editing pairs. (2) Real-world scenario data collected from the internet, which captures the intricacies of user intentions for promoting the practical application of image editing in the real world. (3) High-precision multi-turn editing data annotated by humans, which involves multiple rounds of edits for simulating iterative editing processes. The combination of these diverse data sources makes SEED-Data-Edit a comprehensive and versatile dataset for training language-guided image editing model. We fine-tune a pretrained Multimodal Large Language Model (MLLM) that unifies comprehension and generation with SEED-Data-Edit. The instruction tuned model demonstrates promising results, indicating the potential and effectiveness of SEED-Data-Edit in advancing the field of instructional image editing. The datasets are released in https://huggingface.co/datasets/AILab-CVC/SEED-Data-Edit.
LiGNN: Graph Neural Networks at LinkedIn
In this paper, we present LiGNN, a deployed large-scale Graph Neural Networks (GNNs) Framework. We share our insight on developing and deployment of GNNs at large scale at LinkedIn. We present a set of algorithmic improvements to the quality of GNN representation learning including temporal graph architectures with long term losses, effective cold start solutions via graph densification, ID embeddings and multi-hop neighbor sampling. We explain how we built and sped up by 7x our large-scale training on LinkedIn graphs with adaptive sampling of neighbors, grouping and slicing of training data batches, specialized shared-memory queue and local gradient optimization. We summarize our deployment lessons and learnings gathered from A/B test experiments. The techniques presented in this work have contributed to an approximate relative improvements of 1% of Job application hearing back rate, 2% Ads CTR lift, 0.5% of Feed engaged daily active users, 0.2% session lift and 0.1% weekly active user lift from people recommendation. We believe that this work can provide practical solutions and insights for engineers who are interested in applying Graph neural networks at large scale.
A Web-based Mpox Skin Lesion Detection System Using State-of-the-art Deep Learning Models Considering Racial Diversity
The recent 'Mpox' outbreak, formerly known as 'Monkeypox', has become a significant public health concern and has spread to over 110 countries globally. The challenge of clinically diagnosing mpox early on is due, in part, to its similarity to other types of rashes. Computer-aided screening tools have been proven valuable in cases where Polymerase Chain Reaction (PCR) based diagnosis is not immediately available. Deep learning methods are powerful in learning complex data representations, but their efficacy largely depends on adequate training data. To address this challenge, we present the "Mpox Skin Lesion Dataset Version 2.0 (MSLD v2.0)" as a follow-up to the previously released openly accessible dataset, one of the first datasets containing mpox lesion images. This dataset contains images of patients with mpox and five other non-mpox classes (chickenpox, measles, hand-foot-mouth disease, cowpox, and healthy). We benchmark the performance of several state-of-the-art deep learning models, including VGG16, ResNet50, DenseNet121, MobileNetV2, EfficientNetB3, InceptionV3, and Xception, to classify mpox and other infectious skin diseases. In order to reduce the impact of racial bias, we utilize a color space data augmentation method to increase skin color variability during training. Additionally, by leveraging transfer learning implemented with pre-trained weights generated from the HAM10000 dataset, an extensive collection of pigmented skin lesion images, we achieved the best overall accuracy of 83.59pm2.11%. Finally, the developed models are incorporated within a prototype web application to analyze uploaded skin images by a user and determine whether a subject is a suspected mpox patient.
Diffusion in Diffusion: Cyclic One-Way Diffusion for Text-Vision-Conditioned Generation
Originating from the diffusion phenomenon in physics that describes particle movement, the diffusion generative models inherit the characteristics of stochastic random walk in the data space along the denoising trajectory. However, the intrinsic mutual interference among image regions contradicts the need for practical downstream application scenarios where the preservation of low-level pixel information from given conditioning is desired (e.g., customization tasks like personalized generation and inpainting based on a user-provided single image). In this work, we investigate the diffusion (physics) in diffusion (machine learning) properties and propose our Cyclic One-Way Diffusion (COW) method to control the direction of diffusion phenomenon given a pre-trained frozen diffusion model for versatile customization application scenarios, where the low-level pixel information from the conditioning needs to be preserved. Notably, unlike most current methods that incorporate additional conditions by fine-tuning the base text-to-image diffusion model or learning auxiliary networks, our method provides a novel perspective to understand the task needs and is applicable to a wider range of customization scenarios in a learning-free manner. Extensive experiment results show that our proposed COW can achieve more flexible customization based on strict visual conditions in different application settings. Project page: https://wangruoyu02.github.io/cow.github.io/.
The Smart Parking Management System
With growing, Car parking increases with the number of car users. With the increased use of smartphones and their applications, users prefer mobile phone-based solutions. This paper proposes the Smart Parking Management System (SPMS) that depends on Arduino parts, Android applications, and based on IoT. This gave the client the ability to check available parking spaces and reserve a parking spot. IR sensors are utilized to know if a car park space is allowed. Its area data are transmitted using the WI-FI module to the server and are recovered by the mobile application which offers many options attractively and with no cost to users and lets the user check reservation details. With IoT technology, the smart parking system can be connected wirelessly to easily track available locations.
Towards Agentic Recommender Systems in the Era of Multimodal Large Language Models
Recent breakthroughs in Large Language Models (LLMs) have led to the emergence of agentic AI systems that extend beyond the capabilities of standalone models. By empowering LLMs to perceive external environments, integrate multimodal information, and interact with various tools, these agentic systems exhibit greater autonomy and adaptability across complex tasks. This evolution brings new opportunities to recommender systems (RS): LLM-based Agentic RS (LLM-ARS) can offer more interactive, context-aware, and proactive recommendations, potentially reshaping the user experience and broadening the application scope of RS. Despite promising early results, fundamental challenges remain, including how to effectively incorporate external knowledge, balance autonomy with controllability, and evaluate performance in dynamic, multimodal settings. In this perspective paper, we first present a systematic analysis of LLM-ARS: (1) clarifying core concepts and architectures; (2) highlighting how agentic capabilities -- such as planning, memory, and multimodal reasoning -- can enhance recommendation quality; and (3) outlining key research questions in areas such as safety, efficiency, and lifelong personalization. We also discuss open problems and future directions, arguing that LLM-ARS will drive the next wave of RS innovation. Ultimately, we foresee a paradigm shift toward intelligent, autonomous, and collaborative recommendation experiences that more closely align with users' evolving needs and complex decision-making processes.
Intelligent Virtual Assistants with LLM-based Process Automation
While intelligent virtual assistants like Siri, Alexa, and Google Assistant have become ubiquitous in modern life, they still face limitations in their ability to follow multi-step instructions and accomplish complex goals articulated in natural language. However, recent breakthroughs in large language models (LLMs) show promise for overcoming existing barriers by enhancing natural language processing and reasoning capabilities. Though promising, applying LLMs to create more advanced virtual assistants still faces challenges like ensuring robust performance and handling variability in real-world user commands. This paper proposes a novel LLM-based virtual assistant that can automatically perform multi-step operations within mobile apps based on high-level user requests. The system represents an advance in assistants by providing an end-to-end solution for parsing instructions, reasoning about goals, and executing actions. LLM-based Process Automation (LLMPA) has modules for decomposing instructions, generating descriptions, detecting interface elements, predicting next actions, and error checking. Experiments demonstrate the system completing complex mobile operation tasks in Alipay based on natural language instructions. This showcases how large language models can enable automated assistants to accomplish real-world tasks. The main contributions are the novel LLMPA architecture optimized for app process automation, the methodology for applying LLMs to mobile apps, and demonstrations of multi-step task completion in a real-world environment. Notably, this work represents the first real-world deployment and extensive evaluation of a large language model-based virtual assistant in a widely used mobile application with an enormous user base numbering in the hundreds of millions.
DriveCamSim: Generalizable Camera Simulation via Explicit Camera Modeling for Autonomous Driving
Camera sensor simulation serves as a critical role for autonomous driving (AD), e.g. evaluating vision-based AD algorithms. While existing approaches have leveraged generative models for controllable image/video generation, they remain constrained to generating multi-view video sequences with fixed camera viewpoints and video frequency, significantly limiting their downstream applications. To address this, we present a generalizable camera simulation framework DriveCamSim, whose core innovation lies in the proposed Explicit Camera Modeling (ECM) mechanism. Instead of implicit interaction through vanilla attention, ECM establishes explicit pixel-wise correspondences across multi-view and multi-frame dimensions, decoupling the model from overfitting to the specific camera configurations (intrinsic/extrinsic parameters, number of views) and temporal sampling rates presented in the training data. For controllable generation, we identify the issue of information loss inherent in existing conditional encoding and injection pipelines, proposing an information-preserving control mechanism. This control mechanism not only improves conditional controllability, but also can be extended to be identity-aware to enhance temporal consistency in foreground object rendering. With above designs, our model demonstrates superior performance in both visual quality and controllability, as well as generalization capability across spatial-level (camera parameters variations) and temporal-level (video frame rate variations), enabling flexible user-customizable camera simulation tailored to diverse application scenarios. Code will be avaliable at https://github.com/swc-17/DriveCamSim for facilitating future research.
Refine and Imitate: Reducing Repetition and Inconsistency in Persuasion Dialogues via Reinforcement Learning and Human Demonstration
Persuasion dialogue systems reflect the machine's ability to make strategic moves beyond verbal communication, and therefore differentiate themselves from task-oriented or open-domain dialogue systems and have their own unique values. However, the repetition and inconsistency problems still persist in dialogue response generation and could substantially impact user experience and impede the persuasion outcome. Besides, although reinforcement learning (RL) approaches have achieved big success in strategic tasks such as games, they require a sophisticated user simulator to provide real-time feedback to the dialogue system, which limits the application of RL on persuasion dialogues. To address these issues towards a better persuasion dialogue system, we apply RL to refine a language model baseline without user simulators, and distill sentence-level information about repetition, inconsistency, and task relevance through rewards. Moreover, to better accomplish the persuasion task, the model learns from human demonstration to imitate human persuasion behavior and selects the most persuasive responses. Experiments show that our model outperforms previous state-of-the-art dialogue models on both automatic metrics and human evaluation results on a donation persuasion task, and generates more diverse, consistent and persuasive conversations according to the user feedback.
Principle-Driven Self-Alignment of Language Models from Scratch with Minimal Human Supervision
Recent AI-assistant agents, such as ChatGPT, predominantly rely on supervised fine-tuning (SFT) with human annotations and reinforcement learning from human feedback (RLHF) to align the output of large language models (LLMs) with human intentions, ensuring they are helpful, ethical, and reliable. However, this dependence can significantly constrain the true potential of AI-assistant agents due to the high cost of obtaining human supervision and the related issues on quality, reliability, diversity, self-consistency, and undesirable biases. To address these challenges, we propose a novel approach called SELF-ALIGN, which combines principle-driven reasoning and the generative power of LLMs for the self-alignment of AI agents with minimal human supervision. Our approach encompasses four stages: first, we use an LLM to generate synthetic prompts, and a topic-guided method to augment the prompt diversity; second, we use a small set of human-written principles for AI models to follow, and guide the LLM through in-context learning from demonstrations (of principles application) to produce helpful, ethical, and reliable responses to user's queries; third, we fine-tune the original LLM with the high-quality self-aligned responses so that the resulting model can generate desirable responses for each query directly without the principle set and the demonstrations anymore; and finally, we offer a refinement step to address the issues of overly-brief or indirect responses. Applying SELF-ALIGN to the LLaMA-65b base language model, we develop an AI assistant named Dromedary. With fewer than 300 lines of human annotations (including < 200 seed prompts, 16 generic principles, and 5 exemplars for in-context learning). Dromedary significantly surpasses the performance of several state-of-the-art AI systems, including Text-Davinci-003 and Alpaca, on benchmark datasets with various settings.
GPT Models Meet Robotic Applications: Co-Speech Gesturing Chat System
This technical paper introduces a chatting robot system that utilizes recent advancements in large-scale language models (LLMs) such as GPT-3 and ChatGPT. The system is integrated with a co-speech gesture generation system, which selects appropriate gestures based on the conceptual meaning of speech. Our motivation is to explore ways of utilizing the recent progress in LLMs for practical robotic applications, which benefits the development of both chatbots and LLMs. Specifically, it enables the development of highly responsive chatbot systems by leveraging LLMs and adds visual effects to the user interface of LLMs as an additional value. The source code for the system is available on GitHub for our in-house robot (https://github.com/microsoft/LabanotationSuite/tree/master/MSRAbotChatSimulation) and GitHub for Toyota HSR (https://github.com/microsoft/GPT-Enabled-HSR-CoSpeechGestures).
Decoding User Concerns in AI Health Chatbots: An Exploration of Security and Privacy in App Reviews
AI powered health chatbot applications are increasingly utilized for personalized healthcare services, yet they pose significant challenges related to user data security and privacy. This study evaluates the effectiveness of automated methods, specifically BART and Gemini GenAI, in identifying security privacy related (SPR) concerns within these applications' user reviews, benchmarking their performance against manual qualitative analysis. Our results indicate that while Gemini's performance in SPR classification is comparable to manual labeling, both automated methods have limitations, including the misclassification of unrelated issues. Qualitative analysis revealed critical user concerns, such as data collection practices, data misuse, and insufficient transparency and consent mechanisms. This research enhances the understanding of the relationship between user trust, privacy, and emerging mobile AI health chatbot technologies, offering actionable insights for improving security and privacy practices in AI driven health chatbots. Although exploratory, our findings highlight the necessity for rigorous audits and transparent communication strategies, providing valuable guidance for app developers and vendors in addressing user security and privacy concerns.
AgentTrek: Agent Trajectory Synthesis via Guiding Replay with Web Tutorials
Graphical User Interface (GUI) agents hold great potential for automating complex tasks across diverse digital environments, from web applications to desktop software. However, the development of such agents is hindered by the lack of high-quality, multi-step trajectory data required for effective training. Existing approaches rely on expensive and labor-intensive human annotation, making them unsustainable at scale. To address this challenge, we propose AgentTrek, a scalable data synthesis pipeline that generates high-quality GUI agent trajectories by leveraging web tutorials. Our method automatically gathers tutorial-like texts from the internet, transforms them into task goals with step-by-step instructions, and employs a visual-language model agent to simulate their execution in a real digital environment. A VLM-based evaluator ensures the correctness of the generated trajectories. We demonstrate that training GUI agents with these synthesized trajectories significantly improves their grounding and planning performance over the current models. Moreover, our approach is more cost-efficient compared to traditional human annotation methods. This work underscores the potential of guided replay with web tutorials as a viable strategy for large-scale GUI agent training, paving the way for more capable and autonomous digital agents.
VideoCAD: A Large-Scale Video Dataset for Learning UI Interactions and 3D Reasoning from CAD Software
Computer-Aided Design (CAD) is a time-consuming and complex process, requiring precise, long-horizon user interactions with intricate 3D interfaces. While recent advances in AI-driven user interface (UI) agents show promise, most existing datasets and methods focus on short, low-complexity tasks in mobile or web applications, failing to capture the demands of professional engineering tools. In this work, we introduce VideoCAD, the first attempt at engineering UI interaction learning for precision tasks. Specifically, VideoCAD is a large-scale synthetic dataset consisting of over 41K annotated video recordings of CAD operations, generated using an automated framework for collecting high-fidelity UI action data from human-made CAD designs. Compared to existing datasets, VideoCAD offers an order of magnitude higher complexity in UI interaction learning for real-world engineering tasks, having up to a 20x longer time horizon than other datasets. We show two important downstream applications of VideoCAD: learning UI interactions from professional precision 3D CAD tools and a visual question-answering (VQA) benchmark designed to evaluate multimodal large language models' (LLM) spatial reasoning and video understanding abilities. To learn the UI interactions, we propose VideoCADFormer - a state-of-the-art model in learning CAD interactions directly from video, which outperforms multiple behavior cloning baselines. Both VideoCADFormer and the VQA benchmark derived from VideoCAD reveal key challenges in the current state of video-based UI understanding, including the need for precise action grounding, multi-modal and spatial reasoning, and long-horizon dependencies.
Navigating the Digital World as Humans Do: Universal Visual Grounding for GUI Agents
Multimodal large language models (MLLMs) are transforming the capabilities of graphical user interface (GUI) agents, facilitating their transition from controlled simulations to complex, real-world applications across various platforms. However, the effectiveness of these agents hinges on the robustness of their grounding capability. Current GUI agents predominantly utilize text-based representations such as HTML or accessibility trees, which, despite their utility, often introduce noise, incompleteness, and increased computational overhead. In this paper, we advocate a human-like embodiment for GUI agents that perceive the environment entirely visually and directly take pixel-level operations on the GUI. The key is visual grounding models that can accurately map diverse referring expressions of GUI elements to their coordinates on the GUI across different platforms. We show that a simple recipe, which includes web-based synthetic data and slight adaptation of the LLaVA architecture, is surprisingly effective for training such visual grounding models. We collect the largest dataset for GUI visual grounding so far, containing 10M GUI elements and their referring expressions over 1.3M screenshots, and use it to train UGround, a strong universal visual grounding model for GUI agents. Empirical results on six benchmarks spanning three categories (grounding, offline agent, and online agent) show that 1) UGround substantially outperforms existing visual grounding models for GUI agents, by up to 20% absolute, and 2) agents with UGround outperform state-of-the-art agents, despite the fact that existing agents use additional text-based input while ours only uses visual perception. These results provide strong support for the feasibility and promises of GUI agents that navigate the digital world as humans do.
ViMo: A Generative Visual GUI World Model for App Agent
App agents, which autonomously operate mobile Apps through Graphical User Interfaces (GUIs), have gained significant interest in real-world applications. Yet, they often struggle with long-horizon planning, failing to find the optimal actions for complex tasks with longer steps. To address this, world models are used to predict the next GUI observation based on user actions, enabling more effective agent planning. However, existing world models primarily focus on generating only textual descriptions, lacking essential visual details. To fill this gap, we propose ViMo, the first visual world model designed to generate future App observations as images. For the challenge of generating text in image patches, where even minor pixel errors can distort readability, we decompose GUI generation into graphic and text content generation. We propose a novel data representation, the Symbolic Text Representation~(STR) to overlay text content with symbolic placeholders while preserving graphics. With this design, ViMo employs a STR Predictor to predict future GUIs' graphics and a GUI-text Predictor for generating the corresponding text. Moreover, we deploy ViMo to enhance agent-focused tasks by predicting the outcome of different action options. Experiments show ViMo's ability to generate visually plausible and functionally effective GUIs that enable App agents to make more informed decisions.
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.
MusIAC: An extensible generative framework for Music Infilling Applications with multi-level Control
We present a novel music generation framework for music infilling, with a user friendly interface. Infilling refers to the task of generating musical sections given the surrounding multi-track music. The proposed transformer-based framework is extensible for new control tokens as the added music control tokens such as tonal tension per bar and track polyphony level in this work. We explore the effects of including several musically meaningful control tokens, and evaluate the results using objective metrics related to pitch and rhythm. Our results demonstrate that adding additional control tokens helps to generate music with stronger stylistic similarities to the original music. It also provides the user with more control to change properties like the music texture and tonal tension in each bar compared to previous research which only provided control for track density. We present the model in a Google Colab notebook to enable interactive generation.
On AI-Inspired UI-Design
Graphical User Interface (or simply UI) is a primary mean of interaction between users and their device. In this paper, we discuss three major complementary approaches on how to use Artificial Intelligence (AI) to support app designers create better, more diverse, and creative UI of mobile apps. First, designers can prompt a Large Language Model (LLM) like GPT to directly generate and adjust one or multiple UIs. Second, a Vision-Language Model (VLM) enables designers to effectively search a large screenshot dataset, e.g. from apps published in app stores. The third approach is to train a Diffusion Model (DM) specifically designed to generate app UIs as inspirational images. We discuss how AI should be used, in general, to inspire and assist creative app design rather than automating it.
StreamMultiDiffusion: Real-Time Interactive Generation with Region-Based Semantic Control
The enormous success of diffusion models in text-to-image synthesis has made them promising candidates for the next generation of end-user applications for image generation and editing. Previous works have focused on improving the usability of diffusion models by reducing the inference time or increasing user interactivity by allowing new, fine-grained controls such as region-based text prompts. However, we empirically find that integrating both branches of works is nontrivial, limiting the potential of diffusion models. To solve this incompatibility, we present StreamMultiDiffusion, the first real-time region-based text-to-image generation framework. By stabilizing fast inference techniques and restructuring the model into a newly proposed multi-prompt stream batch architecture, we achieve times 10 faster panorama generation than existing solutions, and the generation speed of 1.57 FPS in region-based text-to-image synthesis on a single RTX 2080 Ti GPU. Our solution opens up a new paradigm for interactive image generation named semantic palette, where high-quality images are generated in real-time from given multiple hand-drawn regions, encoding prescribed semantic meanings (e.g., eagle, girl). Our code and demo application are available at https://github.com/ironjr/StreamMultiDiffusion.
LearnAct: Few-Shot Mobile GUI Agent with a Unified Demonstration Benchmark
Mobile GUI agents show promise in automating tasks but face generalization challenges in diverse real-world scenarios. Traditional approaches using pre-training or fine-tuning with massive datasets struggle with the diversity of mobile applications and user-specific tasks. We propose enhancing mobile GUI agent capabilities through human demonstrations, focusing on improving performance in unseen scenarios rather than pursuing universal generalization through larger datasets. To realize this paradigm, we introduce LearnGUI, the first comprehensive dataset specifically designed for studying demonstration-based learning in mobile GUI agents, comprising 2,252 offline tasks and 101 online tasks with high-quality human demonstrations. We further develop LearnAct, a sophisticated multi-agent framework that automatically extracts knowledge from demonstrations to enhance task completion. This framework integrates three specialized agents: DemoParser for knowledge extraction, KnowSeeker for relevant knowledge retrieval, and ActExecutor for demonstration-enhanced task execution. Our experimental results show significant performance gains in both offline and online evaluations. In offline assessments, a single demonstration improves model performance, increasing Gemini-1.5-Pro's accuracy from 19.3% to 51.7%. In online evaluations, our framework enhances UI-TARS-7B-SFT's task success rate from 18.1% to 32.8%. LearnAct framework and LearnGUI benchmark establish demonstration-based learning as a promising direction for more adaptable, personalized, and deployable mobile GUI agents.
Making Flow-Matching-Based Zero-Shot Text-to-Speech Laugh as You Like
Laughter is one of the most expressive and natural aspects of human speech, conveying emotions, social cues, and humor. However, most text-to-speech (TTS) systems lack the ability to produce realistic and appropriate laughter sounds, limiting their applications and user experience. While there have been prior works to generate natural laughter, they fell short in terms of controlling the timing and variety of the laughter to be generated. In this work, we propose ELaTE, a zero-shot TTS that can generate natural laughing speech of any speaker based on a short audio prompt with precise control of laughter timing and expression. Specifically, ELaTE works on the audio prompt to mimic the voice characteristic, the text prompt to indicate the contents of the generated speech, and the input to control the laughter expression, which can be either the start and end times of laughter, or the additional audio prompt that contains laughter to be mimicked. We develop our model based on the foundation of conditional flow-matching-based zero-shot TTS, and fine-tune it with frame-level representation from a laughter detector as additional conditioning. With a simple scheme to mix small-scale laughter-conditioned data with large-scale pre-training data, we demonstrate that a pre-trained zero-shot TTS model can be readily fine-tuned to generate natural laughter with precise controllability, without losing any quality of the pre-trained zero-shot TTS model. Through the evaluations, we show that ELaTE can generate laughing speech with significantly higher quality and controllability compared to conventional models. See https://aka.ms/elate/ for demo samples.
Personalized Safety in LLMs: A Benchmark and A Planning-Based Agent Approach
Large language models (LLMs) typically generate identical or similar responses for all users given the same prompt, posing serious safety risks in high-stakes applications where user vulnerabilities differ widely. Existing safety evaluations primarily rely on context-independent metrics - such as factuality, bias, or toxicity - overlooking the fact that the same response may carry divergent risks depending on the user's background or condition. We introduce personalized safety to fill this gap and present PENGUIN - a benchmark comprising 14,000 scenarios across seven sensitive domains with both context-rich and context-free variants. Evaluating six leading LLMs, we demonstrate that personalized user information significantly improves safety scores by 43.2%, confirming the effectiveness of personalization in safety alignment. However, not all context attributes contribute equally to safety enhancement. To address this, we develop RAISE - a training-free, two-stage agent framework that strategically acquires user-specific background. RAISE improves safety scores by up to 31.6% over six vanilla LLMs, while maintaining a low interaction cost of just 2.7 user queries on average. Our findings highlight the importance of selective information gathering in safety-critical domains and offer a practical solution for personalizing LLM responses without model retraining. This work establishes a foundation for safety research that adapts to individual user contexts rather than assuming a universal harm standard.
Democratizing Neural Machine Translation with OPUS-MT
This paper presents the OPUS ecosystem with a focus on the development of open machine translation models and tools, and their integration into end-user applications, development platforms and professional workflows. We discuss our on-going mission of increasing language coverage and translation quality, and also describe on-going work on the development of modular translation models and speed-optimized compact solutions for real-time translation on regular desktops and small devices.
XCube ($\mathcal{X}^3$): Large-Scale 3D Generative Modeling using Sparse Voxel Hierarchies
We present X^3 (pronounced XCube), a novel generative model for high-resolution sparse 3D voxel grids with arbitrary attributes. Our model can generate millions of voxels with a finest effective resolution of up to 1024^3 in a feed-forward fashion without time-consuming test-time optimization. To achieve this, we employ a hierarchical voxel latent diffusion model which generates progressively higher resolution grids in a coarse-to-fine manner using a custom framework built on the highly efficient VDB data structure. Apart from generating high-resolution objects, we demonstrate the effectiveness of XCube on large outdoor scenes at scales of 100mtimes100m with a voxel size as small as 10cm. We observe clear qualitative and quantitative improvements over past approaches. In addition to unconditional generation, we show that our model can be used to solve a variety of tasks such as user-guided editing, scene completion from a single scan, and text-to-3D. More results and details can be found at https://research.nvidia.com/labs/toronto-ai/xcube/.
A Vision Transformer Approach for Efficient Near-Field Irregular SAR Super-Resolution
In this paper, we develop a novel super-resolution algorithm for near-field synthetic-aperture radar (SAR) under irregular scanning geometries. As fifth-generation (5G) millimeter-wave (mmWave) devices are becoming increasingly affordable and available, high-resolution SAR imaging is feasible for end-user applications and non-laboratory environments. Emerging applications such freehand imaging, wherein a handheld radar is scanned throughout space by a user, unmanned aerial vehicle (UAV) imaging, and automotive SAR face several unique challenges for high-resolution imaging. First, recovering a SAR image requires knowledge of the array positions throughout the scan. While recent work has introduced camera-based positioning systems capable of adequately estimating the position, recovering the algorithm efficiently is a requirement to enable edge and Internet of Things (IoT) technologies. Efficient algorithms for non-cooperative near-field SAR sampling have been explored in recent work, but suffer image defocusing under position estimation error and can only produce medium-fidelity images. In this paper, we introduce a mobile-friend vision transformer (ViT) architecture to address position estimation error and perform SAR image super-resolution (SR) under irregular sampling geometries. The proposed algorithm, Mobile-SRViT, is the first to employ a ViT approach for SAR image enhancement and is validated in simulation and via empirical studies.
Pauli Propagation: A Computational Framework for Simulating Quantum Systems
Classical methods to simulate quantum systems are not only a key element of the physicist's toolkit for studying many-body models but are also increasingly important for verifying and challenging upcoming quantum computers. Pauli propagation has recently emerged as a promising new family of classical algorithms for simulating digital quantum systems. Here we provide a comprehensive account of Pauli propagation, tracing its algorithmic structure from its bit-level implementation and formulation as a tree-search problem, all the way to its high-level user applications for simulating quantum circuits and dynamics. Utilising these observations, we present PauliPropagation.jl, a Julia software package that can perform rapid Pauli propagation simulation straight out-of-the-box and can be used more generally as a building block for novel simulation algorithms.
CatGCN: Graph Convolutional Networks with Categorical Node Features
Recent studies on Graph Convolutional Networks (GCNs) reveal that the initial node representations (i.e., the node representations before the first-time graph convolution) largely affect the final model performance. However, when learning the initial representation for a node, most existing work linearly combines the embeddings of node features, without considering the interactions among the features (or feature embeddings). We argue that when the node features are categorical, e.g., in many real-world applications like user profiling and recommender system, feature interactions usually carry important signals for predictive analytics. Ignoring them will result in suboptimal initial node representation and thus weaken the effectiveness of the follow-up graph convolution. In this paper, we propose a new GCN model named CatGCN, which is tailored for graph learning when the node features are categorical. Specifically, we integrate two ways of explicit interaction modeling into the learning of initial node representation, i.e., local interaction modeling on each pair of node features and global interaction modeling on an artificial feature graph. We then refine the enhanced initial node representations with the neighborhood aggregation-based graph convolution. We train CatGCN in an end-to-end fashion and demonstrate it on semi-supervised node classification. Extensive experiments on three tasks of user profiling (the prediction of user age, city, and purchase level) from Tencent and Alibaba datasets validate the effectiveness of CatGCN, especially the positive effect of performing feature interaction modeling before graph convolution.
RobustFill: Neural Program Learning under Noisy I/O
The problem of automatically generating a computer program from some specification has been studied since the early days of AI. Recently, two competing approaches for automatic program learning have received significant attention: (1) neural program synthesis, where a neural network is conditioned on input/output (I/O) examples and learns to generate a program, and (2) neural program induction, where a neural network generates new outputs directly using a latent program representation. Here, for the first time, we directly compare both approaches on a large-scale, real-world learning task. We additionally contrast to rule-based program synthesis, which uses hand-crafted semantics to guide the program generation. Our neural models use a modified attention RNN to allow encoding of variable-sized sets of I/O pairs. Our best synthesis model achieves 92% accuracy on a real-world test set, compared to the 34% accuracy of the previous best neural synthesis approach. The synthesis model also outperforms a comparable induction model on this task, but we more importantly demonstrate that the strength of each approach is highly dependent on the evaluation metric and end-user application. Finally, we show that we can train our neural models to remain very robust to the type of noise expected in real-world data (e.g., typos), while a highly-engineered rule-based system fails entirely.
Reinforcement Learning from User Feedback
As large language models (LLMs) are increasingly deployed in diverse user facing applications, aligning them with real user preferences becomes essential. Existing methods like Reinforcement Learning from Human Feedback (RLHF) rely on expert annotators trained on manually defined guidelines, whose judgments may not reflect the priorities of everyday users. We introduce Reinforcement Learning from User Feedback (RLUF), a framework for aligning LLMs directly to implicit signals from users in production. RLUF addresses key challenges of user feedback: user feedback is often binary (e.g., emoji reactions), sparse, and occasionally adversarial. We train a reward model, P[Love], to predict the likelihood that an LLM response will receive a Love Reaction, a lightweight form of positive user feedback, and integrate P[Love] into a multi-objective policy optimization framework alongside helpfulness and safety objectives. In large-scale experiments, we show that P[Love] is predictive of increased positive feedback and serves as a reliable offline evaluator of future user behavior. Policy optimization using P[Love] significantly raises observed positive-feedback rates, including a 28% increase in Love Reactions during live A/B tests. However, optimizing for positive reactions introduces reward hacking challenges, requiring careful balancing of objectives. By directly leveraging implicit signals from users, RLUF offers a path to aligning LLMs with real-world user preferences at scale.
NeMo Guardrails: A Toolkit for Controllable and Safe LLM Applications with Programmable Rails
NeMo Guardrails is an open-source toolkit for easily adding programmable guardrails to LLM-based conversational systems. Guardrails (or rails for short) are a specific way of controlling the output of an LLM, such as not talking about topics considered harmful, following a predefined dialogue path, using a particular language style, and more. There are several mechanisms that allow LLM providers and developers to add guardrails that are embedded into a specific model at training, e.g. using model alignment. Differently, using a runtime inspired from dialogue management, NeMo Guardrails allows developers to add programmable rails to LLM applications - these are user-defined, independent of the underlying LLM, and interpretable. Our initial results show that the proposed approach can be used with several LLM providers to develop controllable and safe LLM applications using programmable rails.
WebUI: A Dataset for Enhancing Visual UI Understanding with Web Semantics
Modeling user interfaces (UIs) from visual information allows systems to make inferences about the functionality and semantics needed to support use cases in accessibility, app automation, and testing. Current datasets for training machine learning models are limited in size due to the costly and time-consuming process of manually collecting and annotating UIs. We crawled the web to construct WebUI, a large dataset of 400,000 rendered web pages associated with automatically extracted metadata. We analyze the composition of WebUI and show that while automatically extracted data is noisy, most examples meet basic criteria for visual UI modeling. We applied several strategies for incorporating semantics found in web pages to increase the performance of visual UI understanding models in the mobile domain, where less labeled data is available: (i) element detection, (ii) screen classification and (iii) screen similarity.
Tell Me What's Next: Textual Foresight for Generic UI Representations
Mobile app user interfaces (UIs) are rich with action, text, structure, and image content that can be utilized to learn generic UI representations for tasks like automating user commands, summarizing content, and evaluating the accessibility of user interfaces. Prior work has learned strong visual representations with local or global captioning losses, but fails to retain both granularities. To combat this, we propose Textual Foresight, a novel pretraining objective for learning UI screen representations. Textual Foresight generates global text descriptions of future UI states given a current UI and local action taken. Our approach requires joint reasoning over elements and entire screens, resulting in improved UI features: on generation tasks, UI agents trained with Textual Foresight outperform state-of-the-art by 2% with 28x fewer images. We train with our newly constructed mobile app dataset, OpenApp, which results in the first public dataset for app UI representation learning. OpenApp enables new baselines, and we find Textual Foresight improves average task performance over them by 5.7% while having access to 2x less data.
Unintended Impacts of LLM Alignment on Global Representation
Before being deployed for user-facing applications, developers align Large Language Models (LLMs) to user preferences through a variety of procedures, such as Reinforcement Learning From Human Feedback (RLHF) and Direct Preference Optimization (DPO). Current evaluations of these procedures focus on benchmarks of instruction following, reasoning, and truthfulness. However, human preferences are not universal, and aligning to specific preference sets may have unintended effects. We explore how alignment impacts performance along three axes of global representation: English dialects, multilingualism, and opinions from and about countries worldwide. Our results show that current alignment procedures create disparities between English dialects and global opinions. We find alignment improves capabilities in several languages. We conclude by discussing design decisions that led to these unintended impacts and recommendations for more equitable preference tuning.
How far can bias go? -- Tracing bias from pretraining data to alignment
As LLMs are increasingly integrated into user-facing applications, addressing biases that perpetuate societal inequalities is crucial. While much work has gone into measuring or mitigating biases in these models, fewer studies have investigated their origins. Therefore, this study examines the correlation between gender-occupation bias in pre-training data and their manifestation in LLMs, focusing on the Dolma dataset and the OLMo model. Using zero-shot prompting and token co-occurrence analyses, we explore how biases in training data influence model outputs. Our findings reveal that biases present in pre-training data are amplified in model outputs. The study also examines the effects of prompt types, hyperparameters, and instruction-tuning on bias expression, finding instruction-tuning partially alleviating representational bias while still maintaining overall stereotypical gender associations, whereas hyperparameters and prompting variation have a lesser effect on bias expression. Our research traces bias throughout the LLM development pipeline and underscores the importance of mitigating bias at the pretraining stage.
Intrinsic Sliced Wasserstein Distances for Comparing Collections of Probability Distributions on Manifolds and Graphs
Collections of probability distributions arise in a variety of applications ranging from user activity pattern analysis to brain connectomics. In practice these distributions can be defined over diverse domain types including finite intervals, circles, cylinders, spheres, other manifolds, and graphs. This paper introduces an approach for detecting differences between two collections of distributions over such general domains. To this end, we propose the intrinsic slicing construction that yields a novel class of Wasserstein distances on manifolds and graphs. These distances are Hilbert embeddable, allowing us to reduce the distribution collection comparison problem to a more familiar mean testing problem in a Hilbert space. We provide two testing procedures one based on resampling and another on combining p-values from coordinate-wise tests. Our experiments in various synthetic and real data settings show that the resulting tests are powerful and the p-values are well-calibrated.
Calibrating Large Language Models Using Their Generations Only
As large language models (LLMs) are increasingly deployed in user-facing applications, building trust and maintaining safety by accurately quantifying a model's confidence in its prediction becomes even more important. However, finding effective ways to calibrate LLMs - especially when the only interface to the models is their generated text - remains a challenge. We propose APRICOT (auxiliary prediction of confidence targets): A method to set confidence targets and train an additional model that predicts an LLM's confidence based on its textual input and output alone. This approach has several advantages: It is conceptually simple, does not require access to the target model beyond its output, does not interfere with the language generation, and has a multitude of potential usages, for instance by verbalizing the predicted confidence or adjusting the given answer based on the confidence. We show how our approach performs competitively in terms of calibration error for white-box and black-box LLMs on closed-book question-answering to detect incorrect LLM answers.
Two Case Studies of Experience Prototyping Machine Learning Systems in the Wild
Throughout the course of my Ph.D., I have been designing the user experience (UX) of various machine learning (ML) systems. In this workshop, I share two projects as case studies in which people engage with ML in much more complicated and nuanced ways than the technical HCML work might assume. The first case study describes how cardiology teams in three hospitals used a clinical decision-support system that helps them decide whether and when to implant an artificial heart to a heart failure patient. I demonstrate that physicians cannot draw on their decision-making experience by seeing only patient data on paper. They are also confused by some fundamental premises upon which ML operates. For example, physicians asked: Are ML predictions made based on clinicians' best efforts? Is it ethical to make decisions based on previous patients' collective outcomes? In the second case study, my collaborators and I designed an intelligent text editor, with the goal of improving authors' writing experience with NLP (Natural Language Processing) technologies. We prototyped a number of generative functionalities where the system provides phrase-or-sentence-level writing suggestions upon user request. When writing with the prototype, however, authors shared that they need to "see where the sentence is going two paragraphs later" in order to decide whether the suggestion aligns with their writing; Some even considered adopting machine suggestions as plagiarism, therefore "is simply wrong". By sharing these unexpected and intriguing responses from these real-world ML users, I hope to start a discussion about such previously-unknown complexities and nuances of -- as the workshop proposal states -- "putting ML at the service of people in a way that is accessible, useful, and trustworthy to all".
Guiding Vision-Language Model Selection for Visual Question-Answering Across Tasks, Domains, and Knowledge Types
Visual Question-Answering (VQA) has become a key use-case in several applications to aid user experience, particularly after Vision-Language Models (VLMs) achieving good results in zero-shot inference. But evaluating different VLMs for an application requirement using a standardized framework in practical settings is still challenging. This paper introduces a comprehensive framework for evaluating VLMs tailored to VQA tasks in practical settings. We present a novel dataset derived from established VQA benchmarks, annotated with task types, application domains, and knowledge types, three key practical aspects on which tasks can vary. We also introduce GoEval, a multimodal evaluation metric developed using GPT-4o, achieving a correlation factor of 56.71% with human judgments. Our experiments with ten state-of-the-art VLMs reveals that no single model excelling universally, making appropriate selection a key design decision. Proprietary models such as Gemini-1.5-Pro and GPT-4o-mini generally outperform others, though open-source models like InternVL-2-8B and CogVLM-2-Llama-3-19B demonstrate competitive strengths in specific contexts, while providing additional advantages. This study guides the selection of VLMs based on specific task requirements and resource constraints, and can also be extended to other vision-language tasks.
"They are uncultured": Unveiling Covert Harms and Social Threats in LLM Generated Conversations
Large language models (LLMs) have emerged as an integral part of modern societies, powering user-facing applications such as personal assistants and enterprise applications like recruitment tools. Despite their utility, research indicates that LLMs perpetuate systemic biases. Yet, prior works on LLM harms predominantly focus on Western concepts like race and gender, often overlooking cultural concepts from other parts of the world. Additionally, these studies typically investigate "harm" as a singular dimension, ignoring the various and subtle forms in which harms manifest. To address this gap, we introduce the Covert Harms and Social Threats (CHAST), a set of seven metrics grounded in social science literature. We utilize evaluation models aligned with human assessments to examine the presence of covert harms in LLM-generated conversations, particularly in the context of recruitment. Our experiments reveal that seven out of the eight LLMs included in this study generated conversations riddled with CHAST, characterized by malign views expressed in seemingly neutral language unlikely to be detected by existing methods. Notably, these LLMs manifested more extreme views and opinions when dealing with non-Western concepts like caste, compared to Western ones such as race.
DLT: Conditioned layout generation with Joint Discrete-Continuous Diffusion Layout Transformer
Generating visual layouts is an essential ingredient of graphic design. The ability to condition layout generation on a partial subset of component attributes is critical to real-world applications that involve user interaction. Recently, diffusion models have demonstrated high-quality generative performances in various domains. However, it is unclear how to apply diffusion models to the natural representation of layouts which consists of a mix of discrete (class) and continuous (location, size) attributes. To address the conditioning layout generation problem, we introduce DLT, a joint discrete-continuous diffusion model. DLT is a transformer-based model which has a flexible conditioning mechanism that allows for conditioning on any given subset of all the layout component classes, locations, and sizes. Our method outperforms state-of-the-art generative models on various layout generation datasets with respect to different metrics and conditioning settings. Additionally, we validate the effectiveness of our proposed conditioning mechanism and the joint continuous-diffusion process. This joint process can be incorporated into a wide range of mixed discrete-continuous generative tasks.
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.
SWE-SQL: Illuminating LLM Pathways to Solve User SQL Issues in Real-World Applications
Resolution of complex SQL issues persists as a significant bottleneck in real-world database applications. Current Large Language Models (LLMs), while adept at text-to-SQL translation, have not been rigorously evaluated on the more challenging task of debugging SQL issues. To address this gap, we introduce BIRD-CRITIC, a new SQL issue debugging benchmark comprising 530 PostgreSQL tasks (BIRD-CRITIC-PG) and 570 multi-dialect tasks (BIRD-CRITIC-Multi), distilled from authentic user issues and replayed within new environments to facilitate rigorous evaluation. Baseline evaluations underscore the task's complexity, with the leading reasoning model O3-Mini achieving only 38.87% success rate on BIRD-CRITIC-PG and 33.33% on BIRD-CRITIC-Multi. Meanwhile, advancing open-source models for database tasks is crucial for empowering local development while safeguarding data privacy. Therefore, we present Six-Gym (Sql-fIX-Gym), a training environment for elevating open-source model capabilities for SQL issue debugging. This environment leverages SQL-Rewind strategy, which automatically generates executable issue-solution datasets by reverse-engineering issues from verified SQLs. However, popular trajectory-based fine-tuning methods do not explore substantial supervisory signals. We further propose f-Plan Boosting, which extracts high-level debugging plans from SQL solutions, enabling teacher LLMs to produce 73.7% more successful trajectories for training. We integrate these components into an open-source agent, Bird-Fixer. Based on Qwen-2.5-Coder-14B, Bird-Fixer achieves 38.11% success rate on BIRD-CRITIC-PG and 29.65% on BIRD-CRITIC-Multi, surpassing leading proprietary models such as Claude-3.7-Sonnet and GPT-4.1, marking a significant step toward democratizing sophisticated SQL-debugging capabilities. The leaderboard and source code are available: https://bird-critic.github.io/
"For an App Supposed to Make Its Users Feel Better, It Sure is a Joke" -- An Analysis of User Reviews of Mobile Mental Health Applications
Mobile mental health applications are seen as a promising way to fulfill the growing need for mental health care. Although there are more than ten thousand mental health apps available on app marketplaces, such as Google Play and Apple App Store, many of them are not evidence-based, or have been minimally evaluated or regulated. The real-life experience and concerns of the app users are largely unknown. To address this knowledge gap, we analyzed 2159 user reviews from 117 Android apps and 2764 user reviews from 76 iOS apps. Our findings include the critiques around inconsistent moderation standards and lack of transparency. App-embedded social features and chatbots were criticized for providing little support during crises. We provide research and design implications for future mental health app developers, discuss the necessity of developing a comprehensive and centralized app development guideline, and the opportunities of incorporating existing AI technology in mental health chatbots.
UEyes: An Eye-Tracking Dataset across User Interface Types
Different types of user interfaces differ significantly in the number of elements and how they are displayed. To examine how such differences affect the way users look at UIs, we collected and analyzed a large eye-tracking-based dataset, UEyes (62 participants, 1,980 UI screenshots, near 20K eye movement sequences), covering four major UI types: webpage, desktop UI, mobile UI, and poster. Furthermore, we analyze and discuss the differences in important factors, such as color, location, and gaze direction across UI types, individual viewing strategies and potential future directions. This position paper is a derivative of our recent paper with a particular focus on the UEyes dataset.
User-defined Event Sampling and Uncertainty Quantification in Diffusion Models for Physical Dynamical Systems
Diffusion models are a class of probabilistic generative models that have been widely used as a prior for image processing tasks like text conditional generation and inpainting. We demonstrate that these models can be adapted to make predictions and provide uncertainty quantification for chaotic dynamical systems. In these applications, diffusion models can implicitly represent knowledge about outliers and extreme events; however, querying that knowledge through conditional sampling or measuring probabilities is surprisingly difficult. Existing methods for conditional sampling at inference time seek mainly to enforce the constraints, which is insufficient to match the statistics of the distribution or compute the probability of the chosen events. To achieve these ends, optimally one would use the conditional score function, but its computation is typically intractable. In this work, we develop a probabilistic approximation scheme for the conditional score function which provably converges to the true distribution as the noise level decreases. With this scheme we are able to sample conditionally on nonlinear userdefined events at inference time, and matches data statistics even when sampling from the tails of the distribution.
SimUSER: Simulating User Behavior with Large Language Models for Recommender System Evaluation
Recommender systems play a central role in numerous real-life applications, yet evaluating their performance remains a significant challenge due to the gap between offline metrics and online behaviors. Given the scarcity and limits (e.g., privacy issues) of real user data, we introduce SimUSER, an agent framework that serves as believable and cost-effective human proxies. SimUSER first identifies self-consistent personas from historical data, enriching user profiles with unique backgrounds and personalities. Then, central to this evaluation are users equipped with persona, memory, perception, and brain modules, engaging in interactions with the recommender system. SimUSER exhibits closer alignment with genuine humans than prior work, both at micro and macro levels. Additionally, we conduct insightful experiments to explore the effects of thumbnails on click rates, the exposure effect, and the impact of reviews on user engagement. Finally, we refine recommender system parameters based on offline A/B test results, resulting in improved user engagement in the real world.
Modeling of learning curves with applications to pos tagging
An algorithm to estimate the evolution of learning curves on the whole of a training data base, based on the results obtained from a portion and using a functional strategy, is introduced. We approximate iteratively the sought value at the desired time, independently of the learning technique used and once a point in the process, called prediction level, has been passed. The proposal proves to be formally correct with respect to our working hypotheses and includes a reliable proximity condition. This allows the user to fix a convergence threshold with respect to the accuracy finally achievable, which extends the concept of stopping criterion and seems to be effective even in the presence of distorting observations. Our aim is to evaluate the training effort, supporting decision making in order to reduce the need for both human and computational resources during the learning process. The proposal is of interest in at least three operational procedures. The first is the anticipation of accuracy gain, with the purpose of measuring how much work is needed to achieve a certain degree of performance. The second relates the comparison of efficiency between systems at training time, with the objective of completing this task only for the one that best suits our requirements. The prediction of accuracy is also a valuable item of information for customizing systems, since we can estimate in advance the impact of settings on both the performance and the development costs. Using the generation of part-of-speech taggers as an example application, the experimental results are consistent with our expectations.
PrivShape: Extracting Shapes in Time Series under User-Level Local Differential Privacy
Time series have numerous applications in finance, healthcare, IoT, and smart city. In many of these applications, time series typically contain personal data, so privacy infringement may occur if they are released directly to the public. Recently, local differential privacy (LDP) has emerged as the state-of-the-art approach to protecting data privacy. However, existing works on LDP-based collections cannot preserve the shape of time series. A recent work, PatternLDP, attempts to address this problem, but it can only protect a finite group of elements in a time series due to {\omega}-event level privacy guarantee. In this paper, we propose PrivShape, a trie-based mechanism under user-level LDP to protect all elements. PrivShape first transforms a time series to reduce its length, and then adopts trie-expansion and two-level refinement to improve utility. By extensive experiments on real-world datasets, we demonstrate that PrivShape outperforms PatternLDP when adapted for offline use, and can effectively extract frequent shapes.
User Satisfaction Estimation with Sequential Dialogue Act Modeling in Goal-oriented Conversational Systems
User Satisfaction Estimation (USE) is an important yet challenging task in goal-oriented conversational systems. Whether the user is satisfied with the system largely depends on the fulfillment of the user's needs, which can be implicitly reflected by users' dialogue acts. However, existing studies often neglect the sequential transitions of dialogue act or rely heavily on annotated dialogue act labels when utilizing dialogue acts to facilitate USE. In this paper, we propose a novel framework, namely USDA, to incorporate the sequential dynamics of dialogue acts for predicting user satisfaction, by jointly learning User Satisfaction Estimation and Dialogue Act Recognition tasks. In specific, we first employ a Hierarchical Transformer to encode the whole dialogue context, with two task-adaptive pre-training strategies to be a second-phase in-domain pre-training for enhancing the dialogue modeling ability. In terms of the availability of dialogue act labels, we further develop two variants of USDA to capture the dialogue act information in either supervised or unsupervised manners. Finally, USDA leverages the sequential transitions of both content and act features in the dialogue to predict the user satisfaction. Experimental results on four benchmark goal-oriented dialogue datasets across different applications show that the proposed method substantially and consistently outperforms existing methods on USE, and validate the important role of dialogue act sequences in USE.
GazeGen: Gaze-Driven User Interaction for Visual Content Generation
We present GazeGen, a user interaction system that generates visual content (images and videos) for locations indicated by the user's eye gaze. GazeGen allows intuitive manipulation of visual content by targeting regions of interest with gaze. Using advanced techniques in object detection and generative AI, GazeGen performs gaze-controlled image adding/deleting, repositioning, and surface material changes of image objects, and converts static images into videos. Central to GazeGen is the DFT Gaze (Distilled and Fine-Tuned Gaze) agent, an ultra-lightweight model with only 281K parameters, performing accurate real-time gaze predictions tailored to individual users' eyes on small edge devices. GazeGen is the first system to combine visual content generation with real-time gaze estimation, made possible exclusively by DFT Gaze. This real-time gaze estimation enables various visual content generation tasks, all controlled by the user's gaze. The input for DFT Gaze is the user's eye images, while the inputs for visual content generation are the user's view and the predicted gaze point from DFT Gaze. To achieve efficient gaze predictions, we derive the small model from a large model (10x larger) via novel knowledge distillation and personal adaptation techniques. We integrate knowledge distillation with a masked autoencoder, developing a compact yet powerful gaze estimation model. This model is further fine-tuned with Adapters, enabling highly accurate and personalized gaze predictions with minimal user input. DFT Gaze ensures low-latency and precise gaze tracking, supporting a wide range of gaze-driven tasks. We validate the performance of DFT Gaze on AEA and OpenEDS2020 benchmarks, demonstrating low angular gaze error and low latency on the edge device (Raspberry Pi 4). Furthermore, we describe applications of GazeGen, illustrating its versatility and effectiveness in various usage scenarios.
PEFT-U: Parameter-Efficient Fine-Tuning for User Personalization
The recent emergence of Large Language Models (LLMs) has heralded a new era of human-AI interaction. These sophisticated models, exemplified by Chat-GPT and its successors, have exhibited remarkable capabilities in language understanding. However, as these LLMs have undergone exponential growth, a crucial dimension that remains understudied is the personalization of these models. Large foundation models such as GPT-3 etc. focus on creating a universal model that serves a broad range of tasks and users. This approach emphasizes the model's generalization capabilities, treating users as a collective rather than as distinct individuals. While practical for many common applications, this one-size-fits-all approach often fails to address the rich tapestry of human diversity and individual needs. To explore this issue we introduce the PEFT-U Benchmark: a new dataset for building and evaluating NLP models for user personalization. consists of a series of user-centered tasks containing diverse and individualized expressions where the preferences of users can potentially differ for the same input. Using PEFT-U, we explore the challenge of efficiently personalizing LLMs to accommodate user-specific preferences in the context of diverse user-centered tasks.
Sampling Is All You Need on Modeling Long-Term User Behaviors for CTR Prediction
Rich user behavior data has been proven to be of great value for Click-Through Rate (CTR) prediction applications, especially in industrial recommender, search, or advertising systems. However, it's non-trivial for real-world systems to make full use of long-term user behaviors due to the strict requirements of online serving time. Most previous works adopt the retrieval-based strategy, where a small number of user behaviors are retrieved first for subsequent attention. However, the retrieval-based methods are sub-optimal and would cause more or less information losses, and it's difficult to balance the effectiveness and efficiency of the retrieval algorithm. In this paper, we propose SDIM (Sampling-based Deep Interest Modeling), a simple yet effective sampling-based end-to-end approach for modeling long-term user behaviors. We sample from multiple hash functions to generate hash signatures of the candidate item and each item in the user behavior sequence, and obtain the user interest by directly gathering behavior items associated with the candidate item with the same hash signature. We show theoretically and experimentally that the proposed method performs on par with standard attention-based models on modeling long-term user behaviors, while being sizable times faster. We also introduce the deployment of SDIM in our system. Specifically, we decouple the behavior sequence hashing, which is the most time-consuming part, from the CTR model by designing a separate module named BSE (behavior Sequence Encoding). BSE is latency-free for the CTR server, enabling us to model extremely long user behaviors. Both offline and online experiments are conducted to demonstrate the effectiveness of SDIM. SDIM now has been deployed online in the search system of Meituan APP.
VR-GPT: Visual Language Model for Intelligent Virtual Reality Applications
The advent of immersive Virtual Reality applications has transformed various domains, yet their integration with advanced artificial intelligence technologies like Visual Language Models remains underexplored. This study introduces a pioneering approach utilizing VLMs within VR environments to enhance user interaction and task efficiency. Leveraging the Unity engine and a custom-developed VLM, our system facilitates real-time, intuitive user interactions through natural language processing, without relying on visual text instructions. The incorporation of speech-to-text and text-to-speech technologies allows for seamless communication between the user and the VLM, enabling the system to guide users through complex tasks effectively. Preliminary experimental results indicate that utilizing VLMs not only reduces task completion times but also improves user comfort and task engagement compared to traditional VR interaction methods.
Medical Red Teaming Protocol of Language Models: On the Importance of User Perspectives in Healthcare Settings
As the performance of large language models (LLMs) continues to advance, their adoption is expanding across a wide range of domains, including the medical field. The integration of LLMs into medical applications raises critical safety concerns, particularly due to their use by users with diverse roles, e.g. patients and clinicians, and the potential for model's outputs to directly affect human health. Despite the domain-specific capabilities of medical LLMs, prior safety evaluations have largely focused only on general safety benchmarks. In this paper, we introduce a safety evaluation protocol tailored to the medical domain in both patient user and clinician user perspectives, alongside general safety assessments and quantitatively analyze the safety of medical LLMs. We bridge a gap in the literature by building the PatientSafetyBench containing 466 samples over 5 critical categories to measure safety from the perspective of the patient. We apply our red-teaming protocols on the MediPhi model collection as a case study. To our knowledge, this is the first work to define safety evaluation criteria for medical LLMs through targeted red-teaming taking three different points of view - patient, clinician, and general user - establishing a foundation for safer deployment in medical domains.
Best Signal Quality in Cellular Networks: Asymptotic Properties and Applications to Mobility Management in Small Cell Networks
The quickly increasing data traffic and the user demand for a full coverage of mobile services anywhere and anytime are leading mobile networking into a future of small cell networks. However, due to the high-density and randomness of small cell networks, there are several technical challenges. In this paper, we investigate two critical issues: best signal quality and mobility management. Under the assumptions that base stations are uniformly distributed in a ring shaped region and that shadowings are lognormal, independent and identically distributed, we prove that when the number of sites in the ring tends to infinity, then (i) the maximum signal strength received at the center of the ring tends in distribution to a Gumbel distribution when properly renormalized, and (ii) it is asymptotically independent of the interference. Using these properties, we derive the distribution of the best signal quality. Furthermore, an optimized random cell scanning scheme is proposed, based on the evaluation of the optimal number of sites to be scanned for maximizing the user data throughput.
Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches
3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.
VideoUFO: A Million-Scale User-Focused Dataset for Text-to-Video Generation
Text-to-video generative models convert textual prompts into dynamic visual content, offering wide-ranging applications in film production, gaming, and education. However, their real-world performance often falls short of user expectations. One key reason is that these models have not been trained on videos related to some topics users want to create. In this paper, we propose VideoUFO, the first Video dataset specifically curated to align with Users' FOcus in real-world scenarios. Beyond this, our VideoUFO also features: (1) minimal (0.29%) overlap with existing video datasets, and (2) videos searched exclusively via YouTube's official API under the Creative Commons license. These two attributes provide future researchers with greater freedom to broaden their training sources. The VideoUFO comprises over 1.09 million video clips, each paired with both a brief and a detailed caption (description). Specifically, through clustering, we first identify 1,291 user-focused topics from the million-scale real text-to-video prompt dataset, VidProM. Then, we use these topics to retrieve videos from YouTube, split the retrieved videos into clips, and generate both brief and detailed captions for each clip. After verifying the clips with specified topics, we are left with about 1.09 million video clips. Our experiments reveal that (1) current 16 text-to-video models do not achieve consistent performance across all user-focused topics; and (2) a simple model trained on VideoUFO outperforms others on worst-performing topics. The dataset is publicly available at https://huggingface.co/datasets/WenhaoWang/VideoUFO under the CC BY 4.0 License.
MATE: LLM-Powered Multi-Agent Translation Environment for Accessibility Applications
Accessibility remains a critical concern in today's society, as many technologies are not developed to support the full range of user needs. Existing multi-agent systems (MAS) often cannot provide comprehensive assistance for users in need due to the lack of customization stemming from closed-source designs. Consequently, individuals with disabilities frequently encounter significant barriers when attempting to interact with digital environments. We introduce MATE, a multimodal accessibility MAS, which performs the modality conversions based on the user's needs. The system is useful for assisting people with disabilities by ensuring that data will be converted to an understandable format. For instance, if the user cannot see well and receives an image, the system converts this image to its audio description. MATE can be applied to a wide range of domains, industries, and areas, such as healthcare, and can become a useful assistant for various groups of users. The system supports multiple types of models, ranging from LLM API calling to using custom machine learning (ML) classifiers. This flexibility ensures that the system can be adapted to various needs and is compatible with a wide variety of hardware. Since the system is expected to run locally, it ensures the privacy and security of sensitive information. In addition, the framework can be effectively integrated with institutional technologies (e.g., digital healthcare service) for real-time user assistance. Furthermore, we introduce ModCon-Task-Identifier, a model that is capable of extracting the precise modality conversion task from the user input. Numerous experiments show that ModCon-Task-Identifier consistently outperforms other LLMs and statistical models on our custom data. Our code and data are publicly available at https://github.com/AlgazinovAleksandr/Multi-Agent-MATE.
Unlocking Korean Verbs: A User-Friendly Exploration into the Verb Lexicon
The Sejong dictionary dataset offers a valuable resource, providing extensive coverage of morphology, syntax, and semantic representation. This dataset can be utilized to explore linguistic information in greater depth. The labeled linguistic structures within this dataset form the basis for uncovering relationships between words and phrases and their associations with target verbs. This paper introduces a user-friendly web interface designed for the collection and consolidation of verb-related information, with a particular focus on subcategorization frames. Additionally, it outlines our efforts in mapping this information by aligning subcategorization frames with corresponding illustrative sentence examples. Furthermore, we provide a Python library that would simplify syntactic parsing and semantic role labeling. These tools are intended to assist individuals interested in harnessing the Sejong dictionary dataset to develop applications for Korean language processing.
HESSO: Towards Automatic Efficient and User Friendly Any Neural Network Training and Pruning
Structured pruning is one of the most popular approaches to effectively compress the heavy deep neural networks (DNNs) into compact sub-networks while retaining performance. The existing methods suffer from multi-stage procedures along with significant engineering efforts and human expertise. The Only-Train-Once (OTO) series has been recently proposed to resolve the many pain points by streamlining the workflow by automatically conducting (i) search space generation, (ii) structured sparse optimization, and (iii) sub-network construction. However, the built-in sparse optimizers in the OTO series, i.e., the Half-Space Projected Gradient (HSPG) family, have limitations that require hyper-parameter tuning and the implicit controls of the sparsity exploration, consequently requires intervening by human expertise. To address such limitations, we propose a Hybrid Efficient Structured Sparse Optimizer (HESSO). HESSO could automatically and efficiently train a DNN to produce a high-performing subnetwork. Meanwhile, it is almost tuning-free and enjoys user-friendly integration for generic training applications. To address another common issue of irreversible performance collapse observed in pruning DNNs, we further propose a Corrective Redundant Identification Cycle (CRIC) for reliably identifying indispensable structures. We numerically demonstrate the efficacy of HESSO and its enhanced version HESSO-CRIC on a variety of applications ranging from computer vision to natural language processing, including large language model. The numerical results showcase that HESSO can achieve competitive even superior performance to varying state-of-the-arts and support most DNN architectures. Meanwhile, CRIC can effectively prevent the irreversible performance collapse and further enhance the performance of HESSO on certain applications. The code is available at https://github.com/microsoft/only_train_once.
MetaAID 2.5: A Secure Framework for Developing Metaverse Applications via Large Language Models
Large language models (LLMs) are increasingly being used in Metaverse environments to generate dynamic and realistic content and to control the behavior of non-player characters (NPCs). However, the cybersecurity concerns associated with LLMs have become increasingly prominent. Previous research has primarily focused on patching system vulnerabilities to enhance cybersecurity, but these approaches are not well-suited to the Metaverse, where the virtual space is more complex, LLMs are vulnerable, and ethical user interaction is critical. Moreover, the scope of cybersecurity in the Metaverse is expected to expand significantly. This paper proposes a method for enhancing cybersecurity through the simulation of user interaction with LLMs. Our goal is to educate users and strengthen their defense capabilities through exposure to a comprehensive simulation system. This system includes extensive Metaverse cybersecurity Q&A and attack simulation scenarios. By engaging with these, users will improve their ability to recognize and withstand risks. Additionally, to address the ethical implications of user input, we propose using LLMs as evaluators to assess user content across five dimensions. We further adapt the models through vocabulary expansion training to better understand personalized inputs and emoticons. We conduct experiments on multiple LLMs and find that our approach is effective.
Dynamic Load Balancing Strategies for Graph Applications on GPUs
Acceleration of graph applications on GPUs has found large interest due to the ubiquitous use of graph processing in various domains. The inherent irregularity in graph applications leads to several challenges for parallelization. A key challenge, which we address in this paper, is that of load-imbalance. If the work-assignment to threads uses node-based graph partitioning, it can result in skewed task-distribution, leading to poor load-balance. In contrast, if the work-assignment uses edge-based graph partitioning, the load-balancing is better, but the memory requirement is relatively higher. This makes it unsuitable for large graphs. In this work, we propose three techniques for improved load-balancing of graph applications on GPUs. Each technique brings in unique advantages, and a user may have to employ a specific technique based on the requirement. Using Breadth First Search and Single Source Shortest Paths as our processing kernels, we illustrate the effectiveness of each of the proposed techniques in comparison to the existing node-based and edge-based mechanisms.
CacheGen: Fast Context Loading for Language Model Applications
As large language models (LLMs) take on more complex tasks, their inputs incorporate longer contexts to respond to questions that require domain knowledge or user-specific conversational histories. Yet, using long contexts poses a challenge for responsive LLM systems, as nothing can be generated until all the contexts are fetched to and processed by the LLM. Existing systems optimize only the computation delay in context processing (e.g., by caching intermediate key-value features of the text context) but often cause longer network delays in context fetching (e.g., key-value features consume orders of magnitude larger bandwidth than the text context). This paper presents CacheGen to minimize the delays in fetching and processing contexts for LLMs. CacheGen reduces the bandwidth needed for transmitting long contexts' key-value (KV) features through a novel encoder that compresses KV features into more compact bitstream representations. The encoder combines adaptive quantization with a tailored arithmetic coder, taking advantage of the KV features' distributional properties, such as locality across tokens. Furthermore, CacheGen minimizes the total delay in fetching and processing a context by using a controller that determines when to load the context as compressed KV features or raw text and picks the appropriate compression level if loaded as KV features. We test CacheGen on three models of various sizes and three datasets of different context lengths. Compared to recent methods that handle long contexts, CacheGen reduces bandwidth usage by 3.7-4.3x and the total delay in fetching and processing contexts by 2.7-3x while maintaining similar LLM performance on various tasks as loading the text contexts.
OTOV2: Automatic, Generic, User-Friendly
The existing model compression methods via structured pruning typically require complicated multi-stage procedures. Each individual stage necessitates numerous engineering efforts and domain-knowledge from the end-users which prevent their wider applications onto broader scenarios. We propose the second generation of Only-Train-Once (OTOv2), which first automatically trains and compresses a general DNN only once from scratch to produce a more compact model with competitive performance without fine-tuning. OTOv2 is automatic and pluggable into various deep learning applications, and requires almost minimal engineering efforts from the users. Methodologically, OTOv2 proposes two major improvements: (i) Autonomy: automatically exploits the dependency of general DNNs, partitions the trainable variables into Zero-Invariant Groups (ZIGs), and constructs the compressed model; and (ii) Dual Half-Space Projected Gradient (DHSPG): a novel optimizer to more reliably solve structured-sparsity problems. Numerically, we demonstrate the generality and autonomy of OTOv2 on a variety of model architectures such as VGG, ResNet, CARN, ConvNeXt, DenseNet and StackedUnets, the majority of which cannot be handled by other methods without extensive handcrafting efforts. Together with benchmark datasets including CIFAR10/100, DIV2K, Fashion-MNIST, SVNH and ImageNet, its effectiveness is validated by performing competitively or even better than the state-of-the-arts. The source code is available at https://github.com/tianyic/only_train_once.
The Shifted and The Overlooked: A Task-oriented Investigation of User-GPT Interactions
Recent progress in Large Language Models (LLMs) has produced models that exhibit remarkable performance across a variety of NLP tasks. However, it remains unclear whether the existing focus of NLP research accurately captures the genuine requirements of human users. This paper provides a comprehensive analysis of the divergence between current NLP research and the needs of real-world NLP applications via a large-scale collection of user-GPT conversations. We analyze a large-scale collection of real user queries to GPT. We compare these queries against existing NLP benchmark tasks and identify a significant gap between the tasks that users frequently request from LLMs and the tasks that are commonly studied in academic research. For example, we find that tasks such as ``design'' and ``planning'' are prevalent in user interactions but are largely neglected or different from traditional NLP benchmarks. We investigate these overlooked tasks, dissect the practical challenges they pose, and provide insights toward a roadmap to make LLMs better aligned with user needs.
Not what you've signed up for: Compromising Real-World LLM-Integrated Applications with Indirect Prompt Injection
Large Language Models (LLMs) are increasingly being integrated into various applications. The functionalities of recent LLMs can be flexibly modulated via natural language prompts. This renders them susceptible to targeted adversarial prompting, e.g., Prompt Injection (PI) attacks enable attackers to override original instructions and employed controls. So far, it was assumed that the user is directly prompting the LLM. But, what if it is not the user prompting? We argue that LLM-Integrated Applications blur the line between data and instructions. We reveal new attack vectors, using Indirect Prompt Injection, that enable adversaries to remotely (without a direct interface) exploit LLM-integrated applications by strategically injecting prompts into data likely to be retrieved. We derive a comprehensive taxonomy from a computer security perspective to systematically investigate impacts and vulnerabilities, including data theft, worming, information ecosystem contamination, and other novel security risks. We demonstrate our attacks' practical viability against both real-world systems, such as Bing's GPT-4 powered Chat and code-completion engines, and synthetic applications built on GPT-4. We show how processing retrieved prompts can act as arbitrary code execution, manipulate the application's functionality, and control how and if other APIs are called. Despite the increasing integration and reliance on LLMs, effective mitigations of these emerging threats are currently lacking. By raising awareness of these vulnerabilities and providing key insights into their implications, we aim to promote the safe and responsible deployment of these powerful models and the development of robust defenses that protect users and systems from potential attacks.
Interactive Log Parsing via Light-weight User Feedback
Template mining is one of the foundational tasks to support log analysis, which supports the diagnosis and troubleshooting of large scale Web applications. This paper develops a human-in-the-loop template mining framework to support interactive log analysis, which is highly desirable in real-world diagnosis or troubleshooting of Web applications but yet previous template mining algorithms fails to support it. We formulate three types of light-weight user feedbacks and based on them we design three atomic human-in-the-loop template mining algorithms. We derive mild conditions under which the outputs of our proposed algorithms are provably correct. We also derive upper bounds on the computational complexity and query complexity of each algorithm. We demonstrate the versatility of our proposed algorithms by combining them to improve the template mining accuracy of five representative algorithms over sixteen widely used benchmark datasets.
WinClick: GUI Grounding with Multimodal Large Language Models
Graphical User Interface (GUI) tasks are vital for automating workflows such as software testing, user interface navigation. For users, the GUI is the most intuitive platform for interacting with a computer. Previous work identified a key challenge in developing visual GUI agents: GUI grounding - the ability to accurately locate screen elements based on instructions. However, most existing GUI agents rely on structured data formats like DOM or HTML files in training or inferencing, which are inaccessible across all applications, particular in a general desktop environments such as Windows OS. To address this, we introduce WinClick, a novel visual GUI agent developed in Windows platform. WinClick leverages screenshots to detect actionable regions. To overcome the challenge of GUI grounding, we enhance WinClick with GUI grounding pre-training and propose an LLM-based method for aligning GUI grounding data. Additionally, we introduce WinSpot, the first comprehensive benchmark for GUI grounding on Windows. Our experiments demonstrate that WinClick, combined with GUI grounding pre-training, significantly outperforms existing baselines, offering a scalable solution for GUI automation in desktop environments. WinSpot is publicly available at https://github.com/zackhuiiiii/WinSpot.
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.
OpenRAND: A Performance Portable, Reproducible Random Number Generation Library for Parallel Computations
We introduce OpenRAND, a C++17 library aimed at facilitating reproducible scientific research through the generation of statistically robust and yet replicable random numbers. OpenRAND accommodates single and multi-threaded applications on CPUs and GPUs and offers a simplified, user-friendly API that complies with the C++ standard's random number engine interface. It is portable: it functions seamlessly as a lightweight, header-only library, making it adaptable to a wide spectrum of software and hardware platforms. It is statistically robust: a suite of built-in tests ensures no pattern exists within single or multiple streams. Despite the simplicity and portability, it is remarkably performant-matching and sometimes even outperforming native libraries by a significant margin. Our tests, including a Brownian walk simulation, affirm its reproducibility and highlight its computational efficiency, outperforming CUDA's cuRAND by up to 1.8 times.
Inferring Alt-text For UI Icons With Large Language Models During App Development
Ensuring accessibility in mobile applications remains a significant challenge, particularly for visually impaired users who rely on screen readers. User interface icons are essential for navigation and interaction and often lack meaningful alt-text, creating barriers to effective use. Traditional deep learning approaches for generating alt-text require extensive datasets and struggle with the diversity and imbalance of icon types. More recent Vision Language Models (VLMs) require complete UI screens, which can be impractical during the iterative phases of app development. To address these issues, we introduce a novel method using Large Language Models (LLMs) to autonomously generate informative alt-text for mobile UI icons with partial UI data. By incorporating icon context, that include class, resource ID, bounds, OCR-detected text, and contextual information from parent and sibling nodes, we fine-tune an off-the-shelf LLM on a small dataset of approximately 1.4k icons, yielding IconDesc. In an empirical evaluation and a user study IconDesc demonstrates significant improvements in generating relevant alt-text. This ability makes IconDesc an invaluable tool for developers, aiding in the rapid iteration and enhancement of UI accessibility.
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.
GUI Agents: A Survey
Graphical User Interface (GUI) agents, powered by Large Foundation Models, have emerged as a transformative approach to automating human-computer interaction. These agents autonomously interact with digital systems or software applications via GUIs, emulating human actions such as clicking, typing, and navigating visual elements across diverse platforms. Motivated by the growing interest and fundamental importance of GUI agents, we provide a comprehensive survey that categorizes their benchmarks, evaluation metrics, architectures, and training methods. We propose a unified framework that delineates their perception, reasoning, planning, and acting capabilities. Furthermore, we identify important open challenges and discuss key future directions. Finally, this work serves as a basis for practitioners and researchers to gain an intuitive understanding of current progress, techniques, benchmarks, and critical open problems that remain to be addressed.
Beyond Browsing: API-Based Web Agents
Web browsers are a portal to the internet, where much of human activity is undertaken. Thus, there has been significant research work in AI agents that interact with the internet through web browsing. However, there is also another interface designed specifically for machine interaction with online content: application programming interfaces (APIs). In this paper we ask -- what if we were to take tasks traditionally tackled by browsing agents, and give AI agents access to APIs? To do so, we propose two varieties of agents: (1) an API-calling agent that attempts to perform online tasks through APIs only, similar to traditional coding agents, and (2) a Hybrid Agent that can interact with online data through both web browsing and APIs. In experiments on WebArena, a widely-used and realistic benchmark for web navigation tasks, we find that API-based agents outperform web browsing agents. Hybrid Agents out-perform both others nearly uniformly across tasks, resulting in a more than 20.0% absolute improvement over web browsing alone, achieving a success rate of 35.8%, achiving the SOTA performance among task-agnostic agents. These results strongly suggest that when APIs are available, they present an attractive alternative to relying on web browsing alone.
Computational Approaches for App-to-App Retrieval and Design Consistency Check
Extracting semantic representations from mobile user interfaces (UI) and using the representations for designers' decision-making processes have shown the potential to be effective computational design support tools. Current approaches rely on machine learning models trained on small-sized mobile UI datasets to extract semantic vectors and use screenshot-to-screenshot comparison to retrieve similar-looking UIs given query screenshots. However, the usability of these methods is limited because they are often not open-sourced and have complex training pipelines for practitioners to follow, and are unable to perform screenshot set-to-set (i.e., app-to-app) retrieval. To this end, we (1) employ visual models trained with large web-scale images and test whether they could extract a UI representation in a zero-shot way and outperform existing specialized models, and (2) use mathematically founded methods to enable app-to-app retrieval and design consistency analysis. Our experiments show that our methods not only improve upon previous retrieval models but also enable multiple new applications.
Leveraging Multimodal LLM for Inspirational User Interface Search
Inspirational search, the process of exploring designs to inform and inspire new creative work, is pivotal in mobile user interface (UI) design. However, exploring the vast space of UI references remains a challenge. Existing AI-based UI search methods often miss crucial semantics like target users or the mood of apps. Additionally, these models typically require metadata like view hierarchies, limiting their practical use. We used a multimodal large language model (MLLM) to extract and interpret semantics from mobile UI images. We identified key UI semantics through a formative study and developed a semantic-based UI search system. Through computational and human evaluations, we demonstrate that our approach significantly outperforms existing UI retrieval methods, offering UI designers a more enriched and contextually relevant search experience. We enhance the understanding of mobile UI design semantics and highlight MLLMs' potential in inspirational search, providing a rich dataset of UI semantics for future studies.
ShortcutsBench: A Large-Scale Real-world Benchmark for API-based Agents
Recent advancements in integrating large language models (LLMs) with application programming interfaces (APIs) have gained significant interest in both academia and industry. These API-based agents, leveraging the strong autonomy and planning capabilities of LLMs, can efficiently solve problems requiring multi-step actions. However, their ability to handle multi-dimensional difficulty levels, diverse task types, and real-world demands through APIs remains unknown. In this paper, we introduce ShortcutsBench, a large-scale benchmark for the comprehensive evaluation of API-based agents in solving tasks with varying levels of difficulty, diverse task types, and real-world demands. ShortcutsBench includes a wealth of real APIs from Apple Inc.'s operating systems, refined user queries from shortcuts, human-annotated high-quality action sequences from shortcut developers, and accurate parameter filling values about primitive parameter types, enum parameter types, outputs from previous actions, and parameters that need to request necessary information from the system or user. Our extensive evaluation of agents built with 5 leading open-source (size >= 57B) and 4 closed-source LLMs (e.g. Gemini-1.5-Pro and GPT-3.5) reveals significant limitations in handling complex queries related to API selection, parameter filling, and requesting necessary information from systems and users. These findings highlight the challenges that API-based agents face in effectively fulfilling real and complex user queries. All datasets, code, and experimental results will be available at https://github.com/eachsheep/shortcutsbench.
Kani: A Lightweight and Highly Hackable Framework for Building Language Model Applications
Language model applications are becoming increasingly popular and complex, often including features like tool usage and retrieval augmentation. However, existing frameworks for such applications are often opinionated, deciding for developers how their prompts ought to be formatted and imposing limitations on customizability and reproducibility. To solve this we present Kani: a lightweight, flexible, and model-agnostic open-source framework for building language model applications. Kani helps developers implement a variety of complex features by supporting the core building blocks of chat interaction: model interfacing, chat management, and robust function calling. All Kani core functions are easily overridable and well documented to empower developers to customize functionality for their own needs. Kani thus serves as a useful tool for researchers, hobbyists, and industry professionals alike to accelerate their development while retaining interoperability and fine-grained control.
Exploring the Convergence of HCI and Evolving Technologies in Information Systems
Modern technology driven information systems are part of our daily lives. However, this deep integration poses new challenges to the human computer interaction (HCI) professionals. With the rapid growth of mobile and cloud computing and the Internet of Things (IoT), the demand for HCI specialists to design user-friendly and adaptable interfaces has never been more pressing. Especially for diverse user groups such as children, the elderly and people with disabilities who need interfaces tailored to their needs regardless of time and location. This study reviewed 50 recent papers on HCI interface design for modern information systems. The goal is to see how well these methods address the demands of current technology. The findings show that most HCI design methods are still based on old desktop models and do not support mobile users and location-based services well. Most existing interface design guidelines do not align with the flexibility and dynamism of emerging technologies. The goal of this study is to improve interface design by combining agile methodologies with human-centered design principles. Future studies should also incorporate both qualitative and quantitative approaches, particularly in the context of cloud-based technologies and organizational information systems. This approach aims to bridge the gap between current interface design practices and the changing technological landscape.
DynaVis: Dynamically Synthesized UI Widgets for Visualization Editing
Users often rely on GUIs to edit and interact with visualizations - a daunting task due to the large space of editing options. As a result, users are either overwhelmed by a complex UI or constrained by a custom UI with a tailored, fixed subset of options with limited editing flexibility. Natural Language Interfaces (NLIs) are emerging as a feasible alternative for users to specify edits. However, NLIs forgo the advantages of traditional GUI: the ability to explore and repeat edits and see instant visual feedback. We introduce DynaVis, which blends natural language and dynamically synthesized UI widgets. As the user describes an editing task in natural language, DynaVis performs the edit and synthesizes a persistent widget that the user can interact with to make further modifications. Study participants (n=24) preferred DynaVis over the NLI-only interface citing ease of further edits and editing confidence due to immediate visual feedback.
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/.
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.
Boosting GUI Prototyping with Diffusion Models
GUI (graphical user interface) prototyping is a widely-used technique in requirements engineering for gathering and refining requirements, reducing development risks and increasing stakeholder engagement. However, GUI prototyping can be a time-consuming and costly process. In recent years, deep learning models such as Stable Diffusion have emerged as a powerful text-to-image tool capable of generating detailed images based on text prompts. In this paper, we propose UI-Diffuser, an approach that leverages Stable Diffusion to generate mobile UIs through simple textual descriptions and UI components. Preliminary results show that UI-Diffuser provides an efficient and cost-effective way to generate mobile GUI designs while reducing the need for extensive prototyping efforts. This approach has the potential to significantly improve the speed and efficiency of GUI prototyping in requirements engineering.
Navigating Interfaces with AI for Enhanced User Interaction
This study introduces an innovative framework designed to automate tasks by interacting with UIs through a sequential, human-like problem-solving approach. Our approach initially transforms UI screenshots into natural language explanations through a vision-based UI analysis, circumventing traditional view hierarchy limitations. It then methodically engages with each interface, guiding the LLM to pinpoint and act on relevant UI elements, thus bolstering both precision and functionality. Employing the ERNIE Bot LLM, our approach has been demonstrated to surpass existing methodologies. It delivers superior UI interpretation across various datasets and exhibits remarkable efficiency in automating varied tasks on an Android smartphone, outperforming human capabilities in intricate tasks and significantly enhancing the PBD process.
UFO: A UI-Focused Agent for Windows OS Interaction
We introduce UFO, an innovative UI-Focused agent to fulfill user requests tailored to applications on Windows OS, harnessing the capabilities of GPT-Vision. UFO employs a dual-agent framework to meticulously observe and analyze the graphical user interface (GUI) and control information of Windows applications. This enables the agent to seamlessly navigate and operate within individual applications and across them to fulfill user requests, even when spanning multiple applications. The framework incorporates a control interaction module, facilitating action grounding without human intervention and enabling fully automated execution. Consequently, UFO transforms arduous and time-consuming processes into simple tasks achievable solely through natural language commands. We conducted testing of UFO across 9 popular Windows applications, encompassing a variety of scenarios reflective of users' daily usage. The results, derived from both quantitative metrics and real-case studies, underscore the superior effectiveness of UFO in fulfilling user requests. To the best of our knowledge, UFO stands as the first UI agent specifically tailored for task completion within the Windows OS environment. The open-source code for UFO is available on https://github.com/microsoft/UFO.
Interpreting User Requests in the Context of Natural Language Standing Instructions
Users of natural language interfaces, generally powered by Large Language Models (LLMs),often must repeat their preferences each time they make a similar request. To alleviate this, we propose including some of a user's preferences and instructions in natural language -- collectively termed standing instructions -- as additional context for such interfaces. For example, when a user states I'm hungry, their previously expressed preference for Persian food will be automatically added to the LLM prompt, so as to influence the search for relevant restaurants. We develop NLSI, a language-to-program dataset consisting of over 2.4K dialogues spanning 17 domains, where each dialogue is paired with a user profile (a set of users specific standing instructions) and corresponding structured representations (API calls). A key challenge in NLSI is to identify which subset of the standing instructions is applicable to a given dialogue. NLSI contains diverse phenomena, from simple preferences to interdependent instructions such as triggering a hotel search whenever the user is booking tickets to an event. We conduct experiments on NLSI using prompting with large language models and various retrieval approaches, achieving a maximum of 44.7% exact match on API prediction. Our results demonstrate the challenges in identifying the relevant standing instructions and their interpretation into API calls.
Towards Full Authorship with AI: Supporting Revision with AI-Generated Views
Large language models (LLMs) are shaping a new user interface (UI) paradigm in writing tools by enabling users to generate text through prompts. This paradigm shifts some creative control from the user to the system, thereby diminishing the user's authorship and autonomy in the writing process. To restore autonomy, we introduce Textfocals, a UI prototype designed to investigate a human-centered approach that emphasizes the user's role in writing. Textfocals supports the writing process by providing LLM-generated summaries, questions, and advice (i.e., LLM views) in a sidebar of a text editor, encouraging reflection and self-driven revision in writing without direct text generation. Textfocals' UI affordances, including contextually adaptive views and scaffolding for prompt selection and customization, offer a novel way to interact with LLMs where users maintain full authorship of their writing. A formative user study with Textfocals showed promising evidence that this approach might help users develop underdeveloped ideas, cater to the rhetorical audience, and clarify their writing. However, the study also showed interaction design challenges related to document navigation and scoping, prompt engineering, and context management. Our work highlights the breadth of the design space of writing support interfaces powered by generative AI that maintain authorship integrity.
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.
GREATERPROMPT: A Unified, Customizable, and High-Performing Open-Source Toolkit for Prompt Optimization
LLMs have gained immense popularity among researchers and the general public for its impressive capabilities on a variety of tasks. Notably, the efficacy of LLMs remains significantly dependent on the quality and structure of the input prompts, making prompt design a critical factor for their performance. Recent advancements in automated prompt optimization have introduced diverse techniques that automatically enhance prompts to better align model outputs with user expectations. However, these methods often suffer from the lack of standardization and compatibility across different techniques, limited flexibility in customization, inconsistent performance across model scales, and they often exclusively rely on expensive proprietary LLM APIs. To fill in this gap, we introduce GREATERPROMPT, a novel framework that democratizes prompt optimization by unifying diverse methods under a unified, customizable API while delivering highly effective prompts for different tasks. Our framework flexibly accommodates various model scales by leveraging both text feedback-based optimization for larger LLMs and internal gradient-based optimization for smaller models to achieve powerful and precise prompt improvements. Moreover, we provide a user-friendly Web UI that ensures accessibility for non-expert users, enabling broader adoption and enhanced performance across various user groups and application scenarios. GREATERPROMPT is available at https://github.com/psunlpgroup/GreaterPrompt via GitHub, PyPI, and web user interfaces.
UI-JEPA: Towards Active Perception of User Intent through Onscreen User Activity
Generating user intent from a sequence of user interface (UI) actions is a core challenge in comprehensive UI understanding. Recent advancements in multimodal large language models (MLLMs) have led to substantial progress in this area, but their demands for extensive model parameters, computing power, and high latency makes them impractical for scenarios requiring lightweight, on-device solutions with low latency or heightened privacy. Additionally, the lack of high-quality datasets has hindered the development of such lightweight models. To address these challenges, we propose UI-JEPA, a novel framework that employs masking strategies to learn abstract UI embeddings from unlabeled data through self-supervised learning, combined with an LLM decoder fine-tuned for user intent prediction. We also introduce two new UI-grounded multimodal datasets, "Intent in the Wild" (IIW) and "Intent in the Tame" (IIT), designed for few-shot and zero-shot UI understanding tasks. IIW consists of 1.7K videos across 219 intent categories, while IIT contains 914 videos across 10 categories. We establish the first baselines for these datasets, showing that representations learned using a JEPA-style objective, combined with an LLM decoder, can achieve user intent predictions that match the performance of state-of-the-art large MLLMs, but with significantly reduced annotation and deployment resources. Measured by intent similarity scores, UI-JEPA outperforms GPT-4 Turbo and Claude 3.5 Sonnet by 10.0% and 7.2% respectively, averaged across two datasets. Notably, UI-JEPA accomplishes the performance with a 50.5x reduction in computational cost and a 6.6x improvement in latency in the IIW dataset. These results underscore the effectiveness of UI-JEPA, highlighting its potential for lightweight, high-performance UI understanding.
GUI Agents with Foundation Models: A Comprehensive Survey
Recent advances in foundation models, particularly Large Language Models (LLMs) and Multimodal Large Language Models (MLLMs), facilitate intelligent agents being capable of performing complex tasks. By leveraging the ability of (M)LLMs to process and interpret Graphical User Interfaces (GUIs), these agents can autonomously execute user instructions by simulating human-like interactions such as clicking and typing. This survey consolidates recent research on (M)LLM-based GUI agents, highlighting key innovations in data, frameworks, and applications. We begin by discussing representative datasets and benchmarks. Next, we summarize a unified framework that captures the essential components used in prior research, accompanied by a taxonomy. Additionally, we explore commercial applications of (M)LLM-based GUI agents. Drawing from existing work, we identify several key challenges and propose future research directions. We hope this paper will inspire further developments in the field of (M)LLM-based GUI agents.
SeeClick: Harnessing GUI Grounding for Advanced Visual GUI Agents
Graphical User Interface (GUI) agents are designed to automate complex tasks on digital devices, such as smartphones and desktops. Most existing GUI agents interact with the environment through extracted structured data, which can be notably lengthy (e.g., HTML) and occasionally inaccessible (e.g., on desktops). To alleviate this issue, we propose a visual GUI agent -- SeeClick, which only relies on screenshots for task automation. In our preliminary study, we have discovered a key challenge in developing visual GUI agents: GUI grounding -- the capacity to accurately locate screen elements based on instructions. To tackle this challenge, we propose to enhance SeeClick with GUI grounding pre-training and devise a method to automate the curation of GUI grounding data. Along with the efforts above, we have also created ScreenSpot, the first realistic GUI grounding dataset that encompasses mobile, desktop, and web environments. After pre-training, SeeClick demonstrates significant improvement in ScreenSpot over various baselines. Moreover, comprehensive evaluations on three widely used benchmarks consistently support our finding that advancements in GUI grounding directly correlate with enhanced performance in downstream GUI agent tasks. The model, data and code are available at https://github.com/njucckevin/SeeClick.
AUITestAgent: Automatic Requirements Oriented GUI Function Testing
The Graphical User Interface (GUI) is how users interact with mobile apps. To ensure it functions properly, testing engineers have to make sure it functions as intended, based on test requirements that are typically written in natural language. While widely adopted manual testing and script-based methods are effective, they demand substantial effort due to the vast number of GUI pages and rapid iterations in modern mobile apps. This paper introduces AUITestAgent, the first automatic, natural language-driven GUI testing tool for mobile apps, capable of fully automating the entire process of GUI interaction and function verification. Since test requirements typically contain interaction commands and verification oracles. AUITestAgent can extract GUI interactions from test requirements via dynamically organized agents. Then, AUITestAgent employs a multi-dimensional data extraction strategy to retrieve data relevant to the test requirements from the interaction trace and perform verification. Experiments on customized benchmarks demonstrate that AUITestAgent outperforms existing tools in the quality of generated GUI interactions and achieved the accuracy of verifications of 94%. Moreover, field deployment in Meituan has shown AUITestAgent's practical usability, with it detecting 4 new functional bugs during 10 regression tests in two months.
Falcon-UI: Understanding GUI Before Following User Instructions
Pursuing human-like interaction for Graphical User Interface (GUI) agents requires understanding the GUI context and following user instructions. However, existing works typically couple these two aspects and focus more on instruct-following abilities, while ignoring the importance of understanding the GUI context. In this paper, we introduce an instruction-free GUI navigation dataset, termed Insight-UI Dataset, to enhance model comprehension of GUI environments. Insight-UI Dataset is automatically generated from the Common Crawl corpus, simulating various platforms -- including iOS, Android, Windows, and Linux -- across multiple resolutions on 312K domains. Although GUI interactions vary by context, diverse interfaces share common internal patterns, such as clicking an item to view its details. It implies the feasibility of independent GUI operation learning, followed by joint optimization with instruction tuning. Thereby, we develop the GUI agent model Falcon-UI, which is initially pretrained on Insight-UI Dataset and subsequently fine-tuned on Android and Web GUI datasets, including AITW, AITZ, Android Control, and Mind2Web. With 7 billion parameters, Falcon-UI achieves accuracy comparable to the 72 billion-parameter Qwen2VL on AITZ, validating the alignment between GUI context comprehension and agent performance. Our code and dataset will be open-sourced.
Creating an LLM-based AI-agent: A high-level methodology towards enhancing LLMs with APIs
Large Language Models (LLMs) have revolutionized various aspects of engineering and science. Their utility is often bottlenecked by the lack of interaction with the external digital environment. To overcome this limitation and achieve integration of LLMs and Artificial Intelligence (AI) into real-world applications, customized AI agents are being constructed. Based on the technological trends and techniques, we extract a high-level approach for constructing these AI agents, focusing on their underlying architecture. This thesis serves as a comprehensive guide that elucidates a multi-faceted approach for empowering LLMs with the capability to leverage Application Programming Interfaces (APIs). We present a 7-step methodology that begins with the selection of suitable LLMs and the task decomposition that is necessary for complex problem-solving. This methodology includes techniques for generating training data for API interactions and heuristics for selecting the appropriate API among a plethora of options. These steps eventually lead to the generation of API calls that are both syntactically and semantically aligned with the LLM's understanding of a given task. Moreover, we review existing frameworks and tools that facilitate these processes and highlight the gaps in current attempts. In this direction, we propose an on-device architecture that aims to exploit the functionality of carry-on devices by using small models from the Hugging Face community. We examine the effectiveness of these approaches on real-world applications of various domains, including the generation of a piano sheet. Through an extensive analysis of the literature and available technologies, this thesis aims to set a compass for researchers and practitioners to harness the full potential of LLMs augmented with external tool capabilities, thus paving the way for more autonomous, robust, and context-aware AI agents.
UIBert: Learning Generic Multimodal Representations for UI Understanding
To improve the accessibility of smart devices and to simplify their usage, building models which understand user interfaces (UIs) and assist users to complete their tasks is critical. However, unique challenges are proposed by UI-specific characteristics, such as how to effectively leverage multimodal UI features that involve image, text, and structural metadata and how to achieve good performance when high-quality labeled data is unavailable. To address such challenges we introduce UIBert, a transformer-based joint image-text model trained through novel pre-training tasks on large-scale unlabeled UI data to learn generic feature representations for a UI and its components. Our key intuition is that the heterogeneous features in a UI are self-aligned, i.e., the image and text features of UI components, are predictive of each other. We propose five pretraining tasks utilizing this self-alignment among different features of a UI component and across various components in the same UI. We evaluate our method on nine real-world downstream UI tasks where UIBert outperforms strong multimodal baselines by up to 9.26% accuracy.
Creating General User Models from Computer Use
Human-computer interaction has long imagined technology that understands us-from our preferences and habits, to the timing and purpose of our everyday actions. Yet current user models remain fragmented, narrowly tailored to specific apps, and incapable of the flexible reasoning required to fulfill these visions. This paper presents an architecture for a general user model (GUM) that learns about you by observing any interaction you have with your computer. The GUM takes as input any unstructured observation of a user (e.g., device screenshots) and constructs confidence-weighted propositions that capture that user knowledge and preferences. GUMs can infer that a user is preparing for a wedding they're attending from messages with a friend. Or recognize that a user is struggling with a collaborator's feedback on a draft by observing multiple stalled edits and a switch to reading related work. GUMs introduce an architecture that infers new propositions about a user from multimodal observations, retrieves related propositions for context, and continuously revises existing propositions. To illustrate the breadth of applications that GUMs enable, we demonstrate how they augment chat-based assistants with context, manage OS notifications to selectively surface important information, and enable interactive agents that adapt to preferences across apps. We also instantiate proactive assistants (GUMBOs) that discover and execute useful suggestions on a user's behalf using their GUM. In our evaluations, we find that GUMs make calibrated and accurate inferences about users, and that assistants built on GUMs proactively identify and perform actions that users wouldn't think to request explicitly. Altogether, GUMs introduce methods that leverage multimodal models to understand unstructured context, enabling long-standing visions of HCI and entirely new interactive systems that anticipate user needs.
Navi-plus: Managing Ambiguous GUI Navigation Tasks with Follow-up
Graphical user interfaces (GUI) automation agents are emerging as powerful tools, enabling humans to accomplish increasingly complex tasks on smart devices. However, users often inadvertently omit key information when conveying tasks, which hinders agent performance in the current agent paradigm that does not support immediate user intervention. To address this issue, we introduce a Self-Correction GUI Navigation task that incorporates interactive information completion capabilities within GUI agents. We developed the Navi-plus dataset with GUI follow-up question-answer pairs, alongside a Dual-Stream Trajectory Evaluation method to benchmark this new capability. Our results show that agents equipped with the ability to ask GUI follow-up questions can fully recover their performance when faced with ambiguous user tasks.
ScreenAI: A Vision-Language Model for UI and Infographics Understanding
Screen user interfaces (UIs) and infographics, sharing similar visual language and design principles, play important roles in human communication and human-machine interaction. We introduce ScreenAI, a vision-language model that specializes in UI and infographics understanding. Our model improves upon the PaLI architecture with the flexible patching strategy of pix2struct and is trained on a unique mixture of datasets. At the heart of this mixture is a novel screen annotation task in which the model has to identify the type and location of UI elements. We use these text annotations to describe screens to Large Language Models and automatically generate question-answering (QA), UI navigation, and summarization training datasets at scale. We run ablation studies to demonstrate the impact of these design choices. At only 5B parameters, ScreenAI achieves new state-of-the-artresults on UI- and infographics-based tasks (Multi-page DocVQA, WebSRC, MoTIF and Widget Captioning), and new best-in-class performance on others (Chart QA, DocVQA, and InfographicVQA) compared to models of similar size. Finally, we release three new datasets: one focused on the screen annotation task and two others focused on question answering.
ReactGenie: A Development Framework for Complex Multimodal Interactions Using Large Language Models
By combining voice and touch interactions, multimodal interfaces can surpass the efficiency of either modality alone. Traditional multimodal frameworks require laborious developer work to support rich multimodal commands where the user's multimodal command involves possibly exponential combinations of actions/function invocations. This paper presents ReactGenie, a programming framework that better separates multimodal input from the computational model to enable developers to create efficient and capable multimodal interfaces with ease. ReactGenie translates multimodal user commands into NLPL (Natural Language Programming Language), a programming language we created, using a neural semantic parser based on large-language models. The ReactGenie runtime interprets the parsed NLPL and composes primitives in the computational model to implement complex user commands. As a result, ReactGenie allows easy implementation and unprecedented richness in commands for end-users of multimodal apps. Our evaluation showed that 12 developers can learn and build a nontrivial ReactGenie application in under 2.5 hours on average. In addition, compared with a traditional GUI, end-users can complete tasks faster and with less task load using ReactGenie apps.
Aguvis: Unified Pure Vision Agents for Autonomous GUI Interaction
Graphical User Interfaces (GUIs) are critical to human-computer interaction, yet automating GUI tasks remains challenging due to the complexity and variability of visual environments. Existing approaches often rely on textual representations of GUIs, which introduce limitations in generalization, efficiency, and scalability. In this paper, we introduce Aguvis, a unified pure vision-based framework for autonomous GUI agents that operates across various platforms. Our approach leverages image-based observations, and grounding instructions in natural language to visual elements, and employs a consistent action space to ensure cross-platform generalization. To address the limitations of previous work, we integrate explicit planning and reasoning within the model, enhancing its ability to autonomously navigate and interact with complex digital environments. We construct a large-scale dataset of GUI agent trajectories, incorporating multimodal reasoning and grounding, and employ a two-stage training pipeline that first focuses on general GUI grounding, followed by planning and reasoning. Through comprehensive experiments, we demonstrate that Aguvis surpasses previous state-of-the-art methods in both offline and real-world online scenarios, achieving, to our knowledge, the first fully autonomous pure vision GUI agent capable of performing tasks independently without collaboration with external closed-source models. We open-sourced all datasets, models, and training recipes to facilitate future research at https://aguvis-project.github.io/.
Build the web for agents, not agents for the web
Recent advancements in Large Language Models (LLMs) and multimodal counterparts have spurred significant interest in developing web agents -- AI systems capable of autonomously navigating and completing tasks within web environments. While holding tremendous promise for automating complex web interactions, current approaches face substantial challenges due to the fundamental mismatch between human-designed interfaces and LLM capabilities. Current methods struggle with the inherent complexity of web inputs, whether processing massive DOM trees, relying on screenshots augmented with additional information, or bypassing the user interface entirely through API interactions. This position paper advocates for a paradigm shift in web agent research: rather than forcing web agents to adapt to interfaces designed for humans, we should develop a new interaction paradigm specifically optimized for agentic capabilities. To this end, we introduce the concept of an Agentic Web Interface (AWI), an interface specifically designed for agents to navigate a website. We establish six guiding principles for AWI design, emphasizing safety, efficiency, and standardization, to account for the interests of all primary stakeholders. This reframing aims to overcome fundamental limitations of existing interfaces, paving the way for more efficient, reliable, and transparent web agent design, which will be a collaborative effort involving the broader ML community.
API Agents vs. GUI Agents: Divergence and Convergence
Large language models (LLMs) have evolved beyond simple text generation to power software agents that directly translate natural language commands into tangible actions. While API-based LLM agents initially rose to prominence for their robust automation capabilities and seamless integration with programmatic endpoints, recent progress in multimodal LLM research has enabled GUI-based LLM agents that interact with graphical user interfaces in a human-like manner. Although these two paradigms share the goal of enabling LLM-driven task automation, they diverge significantly in architectural complexity, development workflows, and user interaction models. This paper presents the first comprehensive comparative study of API-based and GUI-based LLM agents, systematically analyzing their divergence and potential convergence. We examine key dimensions and highlight scenarios in which hybrid approaches can harness their complementary strengths. By proposing clear decision criteria and illustrating practical use cases, we aim to guide practitioners and researchers in selecting, combining, or transitioning between these paradigms. Ultimately, we indicate that continuing innovations in LLM-based automation are poised to blur the lines between API- and GUI-driven agents, paving the way for more flexible, adaptive solutions in a wide range of real-world applications.
macOSWorld: A Multilingual Interactive Benchmark for GUI Agents
Graphical User Interface (GUI) agents show promising capabilities for automating computer-use tasks and facilitating accessibility, but existing interactive benchmarks are mostly English-only, covering web-use or Windows, Linux, and Android environments, but not macOS. macOS is a major OS with distinctive GUI patterns and exclusive applications. To bridge the gaps, we present macOSWorld, the first comprehensive benchmark for evaluating GUI agents on macOS. macOSWorld features 202 multilingual interactive tasks across 30 applications (28 macOS-exclusive), with task instructions and OS interfaces offered in 5 languages (English, Chinese, Arabic, Japanese, and Russian). As GUI agents are shown to be vulnerable to deception attacks, macOSWorld also includes a dedicated safety benchmarking subset. Our evaluation on six GUI agents reveals a dramatic gap: proprietary computer-use agents lead at above 30% success rate, while open-source lightweight research models lag at below 2%, highlighting the need for macOS domain adaptation. Multilingual benchmarks also expose common weaknesses, especially in Arabic, with a 27.5% average degradation compared to English. Results from safety benchmarking also highlight that deception attacks are more general and demand immediate attention. macOSWorld is available at https://github.com/showlab/macosworld.
G-FOCUS: Towards a Robust Method for Assessing UI Design Persuasiveness
Evaluating user interface (UI) design effectiveness extends beyond aesthetics to influencing user behavior, a principle central to Design Persuasiveness. A/B testing is the predominant method for determining which UI variations drive higher user engagement, but it is costly and time-consuming. While recent Vision-Language Models (VLMs) can process automated UI analysis, current approaches focus on isolated design attributes rather than comparative persuasiveness-the key factor in optimizing user interactions. To address this, we introduce WiserUI-Bench, a benchmark designed for Pairwise UI Design Persuasiveness Assessment task, featuring 300 real-world UI image pairs labeled with A/B test results and expert rationales. Additionally, we propose G-FOCUS, a novel inference-time reasoning strategy that enhances VLM-based persuasiveness assessment by reducing position bias and improving evaluation accuracy. Experimental results show that G-FOCUS surpasses existing inference strategies in consistency and accuracy for pairwise UI evaluation. Through promoting VLM-driven evaluation of UI persuasiveness, our work offers an approach to complement A/B testing, propelling progress in scalable UI preference modeling and design optimization. Code and data will be released publicly.
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
MobileFlow: A Multimodal LLM For Mobile GUI Agent
Currently, the integration of mobile Graphical User Interfaces (GUIs) is ubiquitous in most people's daily lives. And the ongoing evolution of multimodal large-scale models, such as GPT-4v, Qwen-VL-Max, has significantly bolstered the capabilities of GUI comprehension and user action analysis, showcasing the potentiality of intelligent GUI assistants. However, current GUI Agents often need to access page layout information through calling system APIs, which may pose privacy risks. Fixing GUI (such as mobile interfaces) to a certain low resolution might result in the loss of fine-grained image details. At the same time, the multimodal large models built for GUI Agents currently have poor understanding and decision-making abilities for Chinese GUI interfaces, making them difficult to apply to a large number of Chinese apps. This paper introduces MobileFlow, a multimodal large language model meticulously crafted for mobile GUI agents. Transforming from the open-source model Qwen-VL-Chat into GUI domain, MobileFlow contains approximately 21 billion parameters and is equipped with novel hybrid visual encoders, making it possible for variable resolutions of image inputs and good support for multilingual GUI. By incorporating Mixture of Experts (MoE) expansions and pioneering alignment training strategies, MobileFlow has the capacity to fully interpret image data and comprehend user instructions for GUI interaction tasks. Finally, MobileFlow outperforms Qwen-VL-Max and GPT-4v in terms of task execution by GUI agents on both public and our proposed evaluation metrics, and has been successfully deployed in real-world business contexts, proving its effectiveness for practical applications.
"We Need Structured Output": Towards User-centered Constraints on Large Language Model Output
Large language models can produce creative and diverse responses. However, to integrate them into current developer workflows, it is essential to constrain their outputs to follow specific formats or standards. In this work, we surveyed 51 experienced industry professionals to understand the range of scenarios and motivations driving the need for output constraints from a user-centered perspective. We identified 134 concrete use cases for constraints at two levels: low-level, which ensures the output adhere to a structured format and an appropriate length, and high-level, which requires the output to follow semantic and stylistic guidelines without hallucination. Critically, applying output constraints could not only streamline the currently repetitive process of developing, testing, and integrating LLM prompts for developers, but also enhance the user experience of LLM-powered features and applications. We conclude with a discussion on user preferences and needs towards articulating intended constraints for LLMs, alongside an initial design for a constraint prototyping tool.
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.
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.
GUICourse: From General Vision Language Models to Versatile GUI Agents
Utilizing Graphic User Interface (GUI) for human-computer interaction is essential for accessing a wide range of digital tools. Recent advancements in Vision Language Models (VLMs) highlight the compelling potential to develop versatile agents to help humans finish GUI navigation tasks. However, current VLMs are challenged in terms of fundamental abilities (OCR and grounding) and GUI knowledge (the functions and control methods of GUI elements), preventing them from becoming practical GUI agents. To solve these challenges, we contribute GUICourse, a suite of datasets to train visual-based GUI agents from general VLMs. First, we introduce the GUIEnv dataset to strengthen the OCR and grounding capabilities of VLMs. Then, we introduce the GUIAct and GUIChat datasets to enrich their knowledge of GUI components and interactions. Experiments demonstrate that our GUI agents have better performance on common GUI tasks than their baseline VLMs. Even the small-size GUI agent (with 3.1B parameters) can still work well on single-step and multi-step GUI tasks. Finally, we analyze the different varieties in the training stage of this agent by ablation study. Our source codes and datasets are released at https://github.com/yiye3/GUICourse.
Widget Captioning: Generating Natural Language Description for Mobile User Interface Elements
Natural language descriptions of user interface (UI) elements such as alternative text are crucial for accessibility and language-based interaction in general. Yet, these descriptions are constantly missing in mobile UIs. We propose widget captioning, a novel task for automatically generating language descriptions for UI elements from multimodal input including both the image and the structural representations of user interfaces. We collected a large-scale dataset for widget captioning with crowdsourcing. Our dataset contains 162,859 language phrases created by human workers for annotating 61,285 UI elements across 21,750 unique UI screens. We thoroughly analyze the dataset, and train and evaluate a set of deep model configurations to investigate how each feature modality as well as the choice of learning strategies impact the quality of predicted captions. The task formulation and the dataset as well as our benchmark models contribute a solid basis for this novel multimodal captioning task that connects language and user interfaces.
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.
TongUI: Building Generalized GUI Agents by Learning from Multimodal Web Tutorials
Building Graphical User Interface (GUI) agents is a promising research direction, which simulates human interaction with computers or mobile phones to perform diverse GUI tasks. However, a major challenge in developing generalized GUI agents is the lack of sufficient trajectory data across various operating systems and applications, mainly due to the high cost of manual annotations. In this paper, we propose the TongUI framework that builds generalized GUI agents by learning from rich multimodal web tutorials. Concretely, we crawl and process online GUI tutorials (such as videos and articles) into GUI agent trajectory data, through which we produce the GUI-Net dataset containing 143K trajectory data across five operating systems and more than 200 applications. We develop the TongUI agent by fine-tuning Qwen2.5-VL-3B/7B models on GUI-Net, which show remarkable performance improvements on commonly used grounding and navigation benchmarks, outperforming baseline agents about 10\% on multiple benchmarks, showing the effectiveness of the GUI-Net dataset and underscoring the significance of our TongUI framework. We will fully open-source the code, the GUI-Net dataset, and the trained models soon.
REALM: A Dataset of Real-World LLM Use Cases
Large Language Models, such as the GPT series, have driven significant industrial applications, leading to economic and societal transformations. However, a comprehensive understanding of their real-world applications remains limited. To address this, we introduce REALM, a dataset of over 94,000 LLM use cases collected from Reddit and news articles. REALM captures two key dimensions: the diverse applications of LLMs and the demographics of their users. It categorizes LLM applications and explores how users' occupations relate to the types of applications they use. By integrating real-world data, REALM offers insights into LLM adoption across different domains, providing a foundation for future research on their evolving societal roles. A dedicated dashboard https://realm-e7682.web.app/ presents the data.
Characterizing and modeling harms from interactions with design patterns in AI interfaces
The proliferation of applications using artificial intelligence (AI) systems has led to a growing number of users interacting with these systems through sophisticated interfaces. Human-computer interaction research has long shown that interfaces shape both user behavior and user perception of technical capabilities and risks. Yet, practitioners and researchers evaluating the social and ethical risks of AI systems tend to overlook the impact of anthropomorphic, deceptive, and immersive interfaces on human-AI interactions. Here, we argue that design features of interfaces with adaptive AI systems can have cascading impacts, driven by feedback loops, which extend beyond those previously considered. We first conduct a scoping review of AI interface designs and their negative impact to extract salient themes of potentially harmful design patterns in AI interfaces. Then, we propose Design-Enhanced Control of AI systems (DECAI), a conceptual model to structure and facilitate impact assessments of AI interface designs. DECAI draws on principles from control systems theory -- a theory for the analysis and design of dynamic physical systems -- to dissect the role of the interface in human-AI systems. Through two case studies on recommendation systems and conversational language model systems, we show how DECAI can be used to evaluate AI interface designs.
FSPO: Few-Shot Preference Optimization of Synthetic Preference Data in LLMs Elicits Effective Personalization to Real Users
Effective personalization of LLMs is critical for a broad range of user-interfacing applications such as virtual assistants and content curation. Inspired by the strong in-context learning capabilities of LLMs, we propose Few-Shot Preference Optimization (FSPO), which reframes reward modeling as a meta-learning problem. Under this framework, an LLM learns to quickly adapt to a user via a few labeled preferences from that user, constructing a personalized reward function for them. Additionally, since real-world preference data is scarce and challenging to collect at scale, we propose careful design choices to construct synthetic preference datasets for personalization, generating over 1M synthetic personalized preferences using publicly available LLMs. In particular, to successfully transfer from synthetic data to real users, we find it crucial for the data to exhibit both high diversity and coherent, self-consistent structure. We evaluate FSPO on personalized open-ended generation for up to 1,500 synthetic users across across three domains: movie reviews, pedagogical adaptation based on educational background, and general question answering, along with a controlled human study. Overall, FSPO achieves an 87% Alpaca Eval winrate on average in generating responses that are personalized to synthetic users and a 72% winrate with real human users in open-ended question answering.
Scaling Computer-Use Grounding via User Interface Decomposition and Synthesis
Graphical user interface (GUI) grounding, the ability to map natural language instructions to specific actions on graphical user interfaces, remains a critical bottleneck in computer use agent development. Current benchmarks oversimplify grounding tasks as short referring expressions, failing to capture the complexity of real-world interactions that require software commonsense, layout understanding, and fine-grained manipulation capabilities. To address these limitations, we introduce OSWorld-G, a comprehensive benchmark comprising 564 finely annotated samples across diverse task types including text matching, element recognition, layout understanding, and precise manipulation. Additionally, we synthesize and release the largest computer use grounding dataset Jedi, which contains 4 million examples through multi-perspective decoupling of tasks. Our multi-scale models trained on Jedi demonstrate its effectiveness by outperforming existing approaches on ScreenSpot-v2, ScreenSpot-Pro, and our OSWorld-G. Furthermore, we demonstrate that improved grounding with Jedi directly enhances agentic capabilities of general foundation models on complex computer tasks, improving from 5% to 27% on OSWorld. Through detailed ablation studies, we identify key factors contributing to grounding performance and verify that combining specialized data for different interface elements enables compositional generalization to novel interfaces. All benchmark, data, checkpoints, and code are open-sourced and available at https://osworld-grounding.github.io.
Generative User-Experience Research for Developing Domain-specific Natural Language Processing Applications
User experience (UX) is a part of human-computer interaction (HCI) research and focuses on increasing intuitiveness, transparency, simplicity, and trust for system users. Most of the UX research for machine learning (ML) or natural language processing (NLP) focuses on a data-driven methodology, i.e., it fails to focus on users' requirements, and engages domain users mainly for usability evaluation. Moreover, more typical UX methods tailor the systems towards user usability, unlike learning about the user needs first. The paper proposes a methodology for integrating generative UX research into developing domain NLP applications. Generative UX research employs domain users at the initial stages of prototype development, i.e., ideation and concept evaluation, and the last stage for evaluating the change in user value. In the case study, we report the full-cycle prototype development of a domain-specific semantic search for daily operations in the process industry. Our case study shows that involving domain experts increases their interest and trust in the final NLP application. Moreover, we show that synergetic UX+NLP research efficiently considers data- and user-driven opportunities and constraints, which can be crucial for NLP applications in narrow domains
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.
MAPLE: A Mobile Agent with Persistent Finite State Machines for Structured Task Reasoning
Mobile GUI agents aim to autonomously complete user-instructed tasks across mobile apps. Recent advances in Multimodal Large Language Models (MLLMs) enable these agents to interpret UI screens, identify actionable elements, and perform interactions such as tapping or typing. However, existing agents remain reactive: they reason only over the current screen and lack a structured model of app navigation flow, limiting their ability to understand context, detect unexpected outcomes, and recover from errors. We present MAPLE, a state-aware multi-agent framework that abstracts app interactions as a Finite State Machine (FSM). We computationally model each UI screen as a discrete state and user actions as transitions, allowing the FSM to provide a structured representation of the app execution. MAPLE consists of specialized agents responsible for four phases of task execution: planning, execution, verification, error recovery, and knowledge retention. These agents collaborate to dynamically construct FSMs in real time based on perception data extracted from the UI screen, allowing the GUI agents to track navigation progress and flow, validate action outcomes through pre- and post-conditions of the states, and recover from errors by rolling back to previously stable states. Our evaluation results on two challenging cross-app benchmarks, Mobile-Eval-E and SPA-Bench, show that MAPLE outperforms the state-of-the-art baseline, improving task success rate by up to 12%, recovery success by 13.8%, and action accuracy by 6.5%. Our results highlight the importance of structured state modeling in guiding mobile GUI agents during task execution. Moreover, our FSM representation can be integrated into future GUI agent architectures as a lightweight, model-agnostic memory layer to support structured planning, execution verification, and error recovery.
SpiritSight Agent: Advanced GUI Agent with One Look
Graphical User Interface (GUI) agents show amazing abilities in assisting human-computer interaction, automating human user's navigation on digital devices. An ideal GUI agent is expected to achieve high accuracy, low latency, and compatibility for different GUI platforms. Recent vision-based approaches have shown promise by leveraging advanced Vision Language Models (VLMs). While they generally meet the requirements of compatibility and low latency, these vision-based GUI agents tend to have low accuracy due to their limitations in element grounding. To address this issue, we propose SpiritSight, a vision-based, end-to-end GUI agent that excels in GUI navigation tasks across various GUI platforms. First, we create a multi-level, large-scale, high-quality GUI dataset called GUI-Lasagne using scalable methods, empowering SpiritSight with robust GUI understanding and grounding capabilities. Second, we introduce the Universal Block Parsing (UBP) method to resolve the ambiguity problem in dynamic high-resolution of visual inputs, further enhancing SpiritSight's ability to ground GUI objects. Through these efforts, SpiritSight agent outperforms other advanced methods on diverse GUI benchmarks, demonstrating its superior capability and compatibility in GUI navigation tasks. Models are available at https://huggingface.co/SenseLLM/SpiritSight-Agent-8B{this URL}.
Identifying User Goals from UI Trajectories
Autonomous agents that interact with graphical user interfaces (GUIs) hold significant potential for enhancing user experiences. To further improve these experiences, agents need to be personalized and proactive. By effectively comprehending user intentions through their actions and interactions with GUIs, agents will be better positioned to achieve these goals. This paper introduces the task of goal identification from observed UI trajectories, aiming to infer the user's intended task based on their GUI interactions. We propose a novel evaluation metric to assess whether two task descriptions are paraphrases within a specific UI environment. By Leveraging the inverse relation with the UI automation task, we utilized the Android-In-The-Wild and Mind2Web datasets for our experiments. Using our metric and these datasets, we conducted several experiments comparing the performance of humans and state-of-the-art models, specifically GPT-4 and Gemini-1.5 Pro. Our results show that Gemini performs better than GPT but still underperforms compared to humans, indicating significant room for improvement.
Low-code LLM: Graphical User Interface over Large Language Models
Utilizing Large Language Models (LLMs) for complex tasks is challenging, often involving a time-consuming and uncontrollable prompt engineering process. This paper introduces a novel human-LLM interaction framework, Low-code LLM. It incorporates six types of simple low-code visual programming interactions to achieve more controllable and stable responses. Through visual interaction with a graphical user interface, users can incorporate their ideas into the process without writing trivial prompts. The proposed Low-code LLM framework consists of a Planning LLM that designs a structured planning workflow for complex tasks, which can be correspondingly edited and confirmed by users through low-code visual programming operations, and an Executing LLM that generates responses following the user-confirmed workflow. We highlight three advantages of the low-code LLM: user-friendly interaction, controllable generation, and wide applicability. We demonstrate its benefits using four typical applications. By introducing this framework, we aim to bridge the gap between humans and LLMs, enabling more effective and efficient utilization of LLMs for complex tasks. The code, prompts, and experimental details are available at https://github.com/moymix/TaskMatrix/tree/main/LowCodeLLM. A system demonstration video can be found at https://www.youtube.com/watch?v=jb2C1vaeO3E.
GUI Odyssey: A Comprehensive Dataset for Cross-App GUI Navigation on Mobile Devices
Smartphone users often navigate across multiple applications (apps) to complete tasks such as sharing content between social media platforms. Autonomous Graphical User Interface (GUI) navigation agents can enhance user experience in communication, entertainment, and productivity by streamlining workflows and reducing manual intervention. However, prior GUI agents often trained with datasets comprising simple tasks that can be completed within a single app, leading to poor performance in cross-app navigation. To address this problem, we introduce GUI Odyssey, a comprehensive dataset for training and evaluating cross-app navigation agents. GUI Odyssey consists of 7,735 episodes from 6 mobile devices, spanning 6 types of cross-app tasks, 201 apps, and 1.4K app combos. Leveraging GUI Odyssey, we developed OdysseyAgent, a multimodal cross-app navigation agent by fine-tuning the Qwen-VL model with a history resampling module. Extensive experiments demonstrate OdysseyAgent's superior accuracy compared to existing models. For instance, OdysseyAgent surpasses fine-tuned Qwen-VL and zero-shot GPT-4V by 1.44\% and 55.49\% in-domain accuracy, and 2.29\% and 48.14\% out-of-domain accuracy on average. The dataset and code will be released in https://github.com/OpenGVLab/GUI-Odyssey.
DesignRepair: Dual-Stream Design Guideline-Aware Frontend Repair with Large Language Models
The rise of Large Language Models (LLMs) has streamlined frontend interface creation through tools like Vercel's V0, yet surfaced challenges in design quality (e.g., accessibility, and usability). Current solutions, often limited by their focus, generalisability, or data dependency, fall short in addressing these complexities. Moreover, none of them examine the quality of LLM-generated UI design. In this work, we introduce DesignRepair, a novel dual-stream design guideline-aware system to examine and repair the UI design quality issues from both code aspect and rendered page aspect. We utilised the mature and popular Material Design as our knowledge base to guide this process. Specifically, we first constructed a comprehensive knowledge base encoding Google's Material Design principles into low-level component knowledge base and high-level system design knowledge base. After that, DesignRepair employs a LLM for the extraction of key components and utilizes the Playwright tool for precise page analysis, aligning these with the established knowledge bases. Finally, we integrate Retrieval-Augmented Generation with state-of-the-art LLMs like GPT-4 to holistically refine and repair frontend code through a strategic divide and conquer approach. Our extensive evaluations validated the efficacy and utility of our approach, demonstrating significant enhancements in adherence to design guidelines, accessibility, and user experience metrics.
EvalLM: Interactive Evaluation of Large Language Model Prompts on User-Defined Criteria
By simply composing prompts, developers can prototype novel generative applications with Large Language Models (LLMs). To refine prototypes into products, however, developers must iteratively revise prompts by evaluating outputs to diagnose weaknesses. Formative interviews (N=8) revealed that developers invest significant effort in manually evaluating outputs as they assess context-specific and subjective criteria. We present EvalLM, an interactive system for iteratively refining prompts by evaluating multiple outputs on user-defined criteria. By describing criteria in natural language, users can employ the system's LLM-based evaluator to get an overview of where prompts excel or fail, and improve these based on the evaluator's feedback. A comparative study (N=12) showed that EvalLM, when compared to manual evaluation, helped participants compose more diverse criteria, examine twice as many outputs, and reach satisfactory prompts with 59% fewer revisions. Beyond prompts, our work can be extended to augment model evaluation and alignment in specific application contexts.
Skill Discovery for Software Scripting Automation via Offline Simulations with LLMs
Scripting interfaces enable users to automate tasks and customize software workflows, but creating scripts traditionally requires programming expertise and familiarity with specific APIs, posing barriers for many users. While Large Language Models (LLMs) can generate code from natural language queries, runtime code generation is severely limited due to unverified code, security risks, longer response times, and higher computational costs. To bridge the gap, we propose an offline simulation framework to curate a software-specific skillset, a collection of verified scripts, by exploiting LLMs and publicly available scripting guides. Our framework comprises two components: (1) task creation, using top-down functionality guidance and bottom-up API synergy exploration to generate helpful tasks; and (2) skill generation with trials, refining and validating scripts based on execution feedback. To efficiently navigate the extensive API landscape, we introduce a Graph Neural Network (GNN)-based link prediction model to capture API synergy, enabling the generation of skills involving underutilized APIs and expanding the skillset's diversity. Experiments with Adobe Illustrator demonstrate that our framework significantly improves automation success rates, reduces response time, and saves runtime token costs compared to traditional runtime code generation. This is the first attempt to use software scripting interfaces as a testbed for LLM-based systems, highlighting the advantages of leveraging execution feedback in a controlled environment and offering valuable insights into aligning AI capabilities with user needs in specialized software domains.
From Pixels to UI Actions: Learning to Follow Instructions via Graphical User Interfaces
Much of the previous work towards digital agents for graphical user interfaces (GUIs) has relied on text-based representations (derived from HTML or other structured data sources), which are not always readily available. These input representations have been often coupled with custom, task-specific action spaces. This paper focuses on creating agents that interact with the digital world using the same conceptual interface that humans commonly use -- via pixel-based screenshots and a generic action space corresponding to keyboard and mouse actions. Building upon recent progress in pixel-based pretraining, we show, for the first time, that it is possible for such agents to outperform human crowdworkers on the MiniWob++ benchmark of GUI-based instruction following tasks.
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.
Tailored Visions: Enhancing Text-to-Image Generation with Personalized Prompt Rewriting
Despite significant progress in the field, it is still challenging to create personalized visual representations that align closely with the desires and preferences of individual users. This process requires users to articulate their ideas in words that are both comprehensible to the models and accurately capture their vision, posing difficulties for many users. In this paper, we tackle this challenge by leveraging historical user interactions with the system to enhance user prompts. We propose a novel approach that involves rewriting user prompts based on a newly collected large-scale text-to-image dataset with over 300k prompts from 3115 users. Our rewriting model enhances the expressiveness and alignment of user prompts with their intended visual outputs. Experimental results demonstrate the superiority of our methods over baseline approaches, as evidenced in our new offline evaluation method and online tests. Our code and dataset are available at https://github.com/zzjchen/Tailored-Visions .
Breaking Barriers to Creative Expression: Co-Designing and Implementing an Accessible Text-to-Image Interface
Text-to-image generation models have grown in popularity due to their ability to produce high-quality images from a text prompt. One use for this technology is to enable the creation of more accessible art creation software. In this paper, we document the development of an alternative user interface that reduces the typing effort needed to enter image prompts by providing suggestions from a large language model, developed through iterative design and testing within the project team. The results of this testing demonstrate how generative text models can support the accessibility of text-to-image models, enabling users with a range of abilities to create visual art.
Natural Language Commanding via Program Synthesis
We present Semantic Interpreter, a natural language-friendly AI system for productivity software such as Microsoft Office that leverages large language models (LLMs) to execute user intent across application features. While LLMs are excellent at understanding user intent expressed as natural language, they are not sufficient for fulfilling application-specific user intent that requires more than text-to-text transformations. We therefore introduce the Office Domain Specific Language (ODSL), a concise, high-level language specialized for performing actions in and interacting with entities in Office applications. Semantic Interpreter leverages an Analysis-Retrieval prompt construction method with LLMs for program synthesis, translating natural language user utterances to ODSL programs that can be transpiled to application APIs and then executed. We focus our discussion primarily on a research exploration for Microsoft PowerPoint.
pix2code: Generating Code from a Graphical User Interface Screenshot
Transforming a graphical user interface screenshot created by a designer into computer code is a typical task conducted by a developer in order to build customized software, websites, and mobile applications. In this paper, we show that deep learning methods can be leveraged to train a model end-to-end to automatically generate code from a single input image with over 77% of accuracy for three different platforms (i.e. iOS, Android and web-based technologies).
LLaVA-Interactive: An All-in-One Demo for Image Chat, Segmentation, Generation and Editing
LLaVA-Interactive is a research prototype for multimodal human-AI interaction. The system can have multi-turn dialogues with human users by taking multimodal user inputs and generating multimodal responses. Importantly, LLaVA-Interactive goes beyond language prompt, where visual prompt is enabled to align human intents in the interaction. The development of LLaVA-Interactive is extremely cost-efficient as the system combines three multimodal skills of pre-built AI models without additional model training: visual chat of LLaVA, image segmentation from SEEM, as well as image generation and editing from GLIGEN. A diverse set of application scenarios is presented to demonstrate the promises of LLaVA-Interactive and to inspire future research in multimodal interactive systems.
Enabling Conversational Interaction with Mobile UI using Large Language Models
Conversational agents show the promise to allow users to interact with mobile devices using language. However, to perform diverse UI tasks with natural language, developers typically need to create separate datasets and models for each specific task, which is expensive and effort-consuming. Recently, pre-trained large language models (LLMs) have been shown capable of generalizing to various downstream tasks when prompted with a handful of examples from the target task. This paper investigates the feasibility of enabling versatile conversational interactions with mobile UIs using a single LLM. We designed prompting techniques to adapt an LLM to mobile UIs. We experimented with four important modeling tasks that address various scenarios in conversational interaction. Our method achieved competitive performance on these challenging tasks without requiring dedicated datasets and training, offering a lightweight and generalizable approach to enable language-based mobile interaction.
Android in the Wild: A Large-Scale Dataset for Android Device Control
There is a growing interest in device-control systems that can interpret human natural language instructions and execute them on a digital device by directly controlling its user interface. We present a dataset for device-control research, Android in the Wild (AITW), which is orders of magnitude larger than current datasets. The dataset contains human demonstrations of device interactions, including the screens and actions, and corresponding natural language instructions. It consists of 715k episodes spanning 30k unique instructions, four versions of Android (v10-13),and eight device types (Pixel 2 XL to Pixel 6) with varying screen resolutions. It contains multi-step tasks that require semantic understanding of language and visual context. This dataset poses a new challenge: actions available through the user interface must be inferred from their visual appearance. And, instead of simple UI element-based actions, the action space consists of precise gestures (e.g., horizontal scrolls to operate carousel widgets). We organize our dataset to encourage robustness analysis of device-control systems, i.e., how well a system performs in the presence of new task descriptions, new applications, or new platform versions. We develop two agents and report performance across the dataset. The dataset is available at https://github.com/google-research/google-research/tree/master/android_in_the_wild.
Spacerini: Plug-and-play Search Engines with Pyserini and Hugging Face
We present Spacerini, a modular framework for seamless building and deployment of interactive search applications, designed to facilitate the qualitative analysis of large scale research datasets. Spacerini integrates features from both the Pyserini toolkit and the Hugging Face ecosystem to ease the indexing text collections and deploy them as search engines for ad-hoc exploration and to make the retrieval of relevant data points quick and efficient. The user-friendly interface enables searching through massive datasets in a no-code fashion, making Spacerini broadly accessible to anyone looking to qualitatively audit their text collections. This is useful both to IR~researchers aiming to demonstrate the capabilities of their indexes in a simple and interactive way, and to NLP~researchers looking to better understand and audit the failure modes of large language models. The framework is open source and available on GitHub: https://github.com/castorini/hf-spacerini, and includes utilities to load, pre-process, index, and deploy local and web search applications. A portfolio of applications created with Spacerini for a multitude of use cases can be found by visiting https://hf.co/spacerini.
API design for machine learning software: experiences from the scikit-learn project
Scikit-learn is an increasingly popular machine learning li- brary. Written in Python, it is designed to be simple and efficient, accessible to non-experts, and reusable in various contexts. In this paper, we present and discuss our design choices for the application programming interface (API) of the project. In particular, we describe the simple and elegant interface shared by all learning and processing units in the library and then discuss its advantages in terms of composition and reusability. The paper also comments on implementation details specific to the Python ecosystem and analyzes obstacles faced by users and developers of the library.
ChatGPT Prompt Patterns for Improving Code Quality, Refactoring, Requirements Elicitation, and Software Design
This paper presents prompt design techniques for software engineering, in the form of patterns, to solve common problems when using large language models (LLMs), such as ChatGPT to automate common software engineering activities, such as ensuring code is decoupled from third-party libraries and simulating a web application API before it is implemented. This paper provides two contributions to research on using LLMs for software engineering. First, it provides a catalog of patterns for software engineering that classifies patterns according to the types of problems they solve. Second, it explores several prompt patterns that have been applied to improve requirements elicitation, rapid prototyping, code quality, refactoring, and system design.
ToolSandbox: A Stateful, Conversational, Interactive Evaluation Benchmark for LLM Tool Use Capabilities
Recent large language models (LLMs) advancements sparked a growing research interest in tool assisted LLMs solving real-world challenges, which calls for comprehensive evaluation of tool-use capabilities. While previous works focused on either evaluating over stateless web services (RESTful API), based on a single turn user prompt, or an off-policy dialog trajectory, ToolSandbox includes stateful tool execution, implicit state dependencies between tools, a built-in user simulator supporting on-policy conversational evaluation and a dynamic evaluation strategy for intermediate and final milestones over an arbitrary trajectory. We show that open source and proprietary models have a significant performance gap, and complex tasks like State Dependency, Canonicalization and Insufficient Information defined in ToolSandbox are challenging even the most capable SOTA LLMs, providing brand-new insights into tool-use LLM capabilities. ToolSandbox evaluation framework is released at https://github.com/apple/ToolSandbox
Never-ending Learning of User Interfaces
Machine learning models have been trained to predict semantic information about user interfaces (UIs) to make apps more accessible, easier to test, and to automate. Currently, most models rely on datasets that are collected and labeled by human crowd-workers, a process that is costly and surprisingly error-prone for certain tasks. For example, it is possible to guess if a UI element is "tappable" from a screenshot (i.e., based on visual signifiers) or from potentially unreliable metadata (e.g., a view hierarchy), but one way to know for certain is to programmatically tap the UI element and observe the effects. We built the Never-ending UI Learner, an app crawler that automatically installs real apps from a mobile app store and crawls them to discover new and challenging training examples to learn from. The Never-ending UI Learner has crawled for more than 5,000 device-hours, performing over half a million actions on 6,000 apps to train three computer vision models for i) tappability prediction, ii) draggability prediction, and iii) screen similarity.
Automatic Macro Mining from Interaction Traces at Scale
Macros are building block tasks of our everyday smartphone activity (e.g., "login", or "booking a flight"). Effectively extracting macros is important for understanding mobile interaction and enabling task automation. These macros are however difficult to extract at scale as they can be comprised of multiple steps yet hidden within programmatic components of mobile apps. In this paper, we introduce a novel approach based on Large Language Models (LLMs) to automatically extract semantically meaningful macros from both random and user-curated mobile interaction traces. The macros produced by our approach are automatically tagged with natural language descriptions and are fully executable. We conduct multiple studies to validate the quality of extracted macros, including user evaluation, comparative analysis against human-curated tasks, and automatic execution of these macros. These experiments and analyses show the effectiveness of our approach and the usefulness of extracted macros in various downstream applications.
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.
Leveraging Large Language Models for Multimodal Search
Multimodal search has become increasingly important in providing users with a natural and effective way to ex-press their search intentions. Images offer fine-grained details of the desired products, while text allows for easily incorporating search modifications. However, some existing multimodal search systems are unreliable and fail to address simple queries. The problem becomes harder with the large variability of natural language text queries, which may contain ambiguous, implicit, and irrelevant in-formation. Addressing these issues may require systems with enhanced matching capabilities, reasoning abilities, and context-aware query parsing and rewriting. This paper introduces a novel multimodal search model that achieves a new performance milestone on the Fashion200K dataset. Additionally, we propose a novel search interface integrating Large Language Models (LLMs) to facilitate natural language interaction. This interface routes queries to search systems while conversationally engaging with users and considering previous searches. When coupled with our multimodal search model, it heralds a new era of shopping assistants capable of offering human-like interaction and enhancing the overall search experience.
From Interaction to Impact: Towards Safer AI Agents Through Understanding and Evaluating UI Operation Impacts
With advances in generative AI, there is increasing work towards creating autonomous agents that can manage daily tasks by operating user interfaces (UIs). While prior research has studied the mechanics of how AI agents might navigate UIs and understand UI structure, the effects of agents and their autonomous actions-particularly those that may be risky or irreversible-remain under-explored. In this work, we investigate the real-world impacts and consequences of UI actions by AI agents. We began by developing a taxonomy of the impacts of UI actions through a series of workshops with domain experts. Following this, we conducted a data synthesis study to gather realistic UI screen traces and action data that users perceive as impactful. We then used our impact categories to annotate our collected data and data repurposed from existing UI navigation datasets. Our quantitative evaluations of different large language models (LLMs) and variants demonstrate how well different LLMs can understand the impacts of UI actions that might be taken by an agent. We show that our taxonomy enhances the reasoning capabilities of these LLMs for understanding the impacts of UI actions, but our findings also reveal significant gaps in their ability to reliably classify more nuanced or complex categories of impact.
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.
UXAgent: An LLM Agent-Based Usability Testing Framework for Web Design
Usability testing is a fundamental yet challenging (e.g., inflexible to iterate the study design flaws and hard to recruit study participants) research method for user experience (UX) researchers to evaluate a web design. Recent advances in Large Language Model-simulated Agent (LLM-Agent) research inspired us to design UXAgent to support UX researchers in evaluating and reiterating their usability testing study design before they conduct the real human subject study. Our system features an LLM-Agent module and a universal browser connector module so that UX researchers can automatically generate thousands of simulated users to test the target website. The results are shown in qualitative (e.g., interviewing how an agent thinks ), quantitative (e.g., # of actions), and video recording formats for UX researchers to analyze. Through a heuristic user evaluation with five UX researchers, participants praised the innovation of our system but also expressed concerns about the future of LLM Agent-assisted UX study.
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/
Exploring Mobile Touch Interaction with Large Language Models
Interacting with Large Language Models (LLMs) for text editing on mobile devices currently requires users to break out of their writing environment and switch to a conversational AI interface. In this paper, we propose to control the LLM via touch gestures performed directly on the text. We first chart a design space that covers fundamental touch input and text transformations. In this space, we then concretely explore two control mappings: spread-to-generate and pinch-to-shorten, with visual feedback loops. We evaluate this concept in a user study (N=14) that compares three feedback designs: no visualisation, text length indicator, and length + word indicator. The results demonstrate that touch-based control of LLMs is both feasible and user-friendly, with the length + word indicator proving most effective for managing text generation. This work lays the foundation for further research into gesture-based interaction with LLMs on touch devices.
DeskVision: Large Scale Desktop Region Captioning for Advanced GUI Agents
The limitation of graphical user interface (GUI) data has been a significant barrier to the development of GUI agents today, especially for the desktop / computer use scenarios. To address this, we propose an automated GUI data generation pipeline, AutoCaptioner, which generates data with rich descriptions while minimizing human effort. Using AutoCaptioner, we created a novel large-scale desktop GUI dataset, DeskVision, along with the largest desktop test benchmark, DeskVision-Eval, which reflects daily usage and covers diverse systems and UI elements, each with rich descriptions. With DeskVision, we train a new GUI understanding model, GUIExplorer. Results show that GUIExplorer achieves state-of-the-art (SOTA) performance in understanding/grounding visual elements without the need for complex architectural designs. We further validated the effectiveness of the DeskVision dataset through ablation studies on various large visual language models (LVLMs). We believe that AutoCaptioner and DeskVision will significantly advance the development of GUI agents, and will open-source them for the community.
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.
Supporting Sensemaking of Large Language Model Outputs at Scale
Large language models (LLMs) are capable of generating multiple responses to a single prompt, yet little effort has been expended to help end-users or system designers make use of this capability. In this paper, we explore how to present many LLM responses at once. We design five features, which include both pre-existing and novel methods for computing similarities and differences across textual documents, as well as how to render their outputs. We report on a controlled user study (n=24) and eight case studies evaluating these features and how they support users in different tasks. We find that the features support a wide variety of sensemaking tasks and even make tasks previously considered to be too difficult by our participants now tractable. Finally, we present design guidelines to inform future explorations of new LLM interfaces.
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.
Octopus: On-device language model for function calling of software APIs
In the rapidly evolving domain of artificial intelligence, Large Language Models (LLMs) play a crucial role due to their advanced text processing and generation abilities. This study introduces a new strategy aimed at harnessing on-device LLMs in invoking software APIs. We meticulously compile a dataset derived from software API documentation and apply fine-tuning to LLMs with capacities of 2B, 3B and 7B parameters, specifically to enhance their proficiency in software API interactions. Our approach concentrates on refining the models' grasp of API structures and syntax, significantly enhancing the accuracy of API function calls. Additionally, we propose conditional masking techniques to ensure outputs in the desired formats and reduce error rates while maintaining inference speeds. We also propose a novel benchmark designed to evaluate the effectiveness of LLMs in API interactions, establishing a foundation for subsequent research. Octopus, the fine-tuned model, is proved to have better performance than GPT-4 for the software APIs calling. This research aims to advance automated software development and API integration, representing substantial progress in aligning LLM capabilities with the demands of practical software engineering applications.
Getting Inspiration for Feature Elicitation: App Store- vs. LLM-based Approach
Over the past decade, app store (AppStore)-inspired requirements elicitation has proven to be highly beneficial. Developers often explore competitors' apps to gather inspiration for new features. With the advance of Generative AI, recent studies have demonstrated the potential of large language model (LLM)-inspired requirements elicitation. LLMs can assist in this process by providing inspiration for new feature ideas. While both approaches are gaining popularity in practice, there is a lack of insight into their differences. We report on a comparative study between AppStore- and LLM-based approaches for refining features into sub-features. By manually analyzing 1,200 sub-features recommended from both approaches, we identified their benefits, challenges, and key differences. While both approaches recommend highly relevant sub-features with clear descriptions, LLMs seem more powerful particularly concerning novel unseen app scopes. Moreover, some recommended features are imaginary with unclear feasibility, which suggests the importance of a human-analyst in the elicitation loop.
Fill in the Blank: Context-aware Automated Text Input Generation for Mobile GUI Testing
Automated GUI testing is widely used to help ensure the quality of mobile apps. However, many GUIs require appropriate text inputs to proceed to the next page which remains a prominent obstacle for testing coverage. Considering the diversity and semantic requirement of valid inputs (e.g., flight departure, movie name), it is challenging to automate the text input generation. Inspired by the fact that the pre-trained Large Language Model (LLM) has made outstanding progress in text generation, we propose an approach named QTypist based on LLM for intelligently generating semantic input text according to the GUI context. To boost the performance of LLM in the mobile testing scenario, we develop a prompt-based data construction and tuning method which automatically extracts the prompts and answers for model tuning. We evaluate QTypist on 106 apps from Google Play and the result shows that the passing rate of QTypist is 87%, which is 93% higher than the best baseline. We also integrate QTypist with the automated GUI testing tools and it can cover 42% more app activities, 52% more pages, and subsequently help reveal 122% more bugs compared with the raw tool.
Rewriting a Deep Generative Model
A deep generative model such as a GAN learns to model a rich set of semantic and physical rules about the target distribution, but up to now, it has been obscure how such rules are encoded in the network, or how a rule could be changed. In this paper, we introduce a new problem setting: manipulation of specific rules encoded by a deep generative model. To address the problem, we propose a formulation in which the desired rule is changed by manipulating a layer of a deep network as a linear associative memory. We derive an algorithm for modifying one entry of the associative memory, and we demonstrate that several interesting structural rules can be located and modified within the layers of state-of-the-art generative models. We present a user interface to enable users to interactively change the rules of a generative model to achieve desired effects, and we show several proof-of-concept applications. Finally, results on multiple datasets demonstrate the advantage of our method against standard fine-tuning methods and edit transfer algorithms.
Sketch2FullStack: Generating Skeleton Code of Full Stack Website and Application from Sketch using Deep Learning and Computer Vision
For a full-stack web or app development, it requires a software firm or more specifically a team of experienced developers to contribute a large portion of their time and resources to design the website and then convert it to code. As a result, the efficiency of the development team is significantly reduced when it comes to converting UI wireframes and database schemas into an actual working system. It would save valuable resources and fasten the overall workflow if the clients or developers can automate this process of converting the pre-made full-stack website design to get a partially working if not fully working code. In this paper, we present a novel approach of generating the skeleton code from sketched images using Deep Learning and Computer Vision approaches. The dataset for training are first-hand sketched images of low fidelity wireframes, database schemas and class diagrams. The approach consists of three parts. First, the front-end or UI elements detection and extraction from custom-made UI wireframes. Second, individual database table creation from schema designs and lastly, creating a class file from class diagrams.
Speakerly: A Voice-based Writing Assistant for Text Composition
We present Speakerly, a new real-time voice-based writing assistance system that helps users with text composition across various use cases such as emails, instant messages, and notes. The user can interact with the system through instructions or dictation, and the system generates a well-formatted and coherent document. We describe the system architecture and detail how we address the various challenges while building and deploying such a system at scale. More specifically, our system uses a combination of small, task-specific models as well as pre-trained language models for fast and effective text composition while supporting a variety of input modes for better usability.