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Fast and Affordable Visual Programming Revolution

Discover a new method for creating visual programs quickly and cheaply.

Michal Shlapentokh-Rothman, Yu-Xiong Wang, Derek Hoiem

― 4 min read


Visual Programming Made Visual Programming Made Easy effective. Create visual programs fast, cheap, and
Table of Contents

Visual Programming has been around for a while but often relies on large language models (LLMs) to generate code for visual tasks like answering questions about images. However, using these models can be slow and expensive. This article discusses a new method that can create visual programs without needing these models at the inference time, making the process quicker and cheaper.

The Problem with Current Methods

Prompting LLMs to generate code has several drawbacks. It can be costly, slow, and it’s not always reliable. Additionally, improving these methods often requires a lot of annotated data, which can be hard to gather. Our goal is to develop a system that can generate visual programs efficiently, without heavy reliance on LLMs or a vast amount of program and answer annotations.

Our Approach

We propose breaking down visual programs into two main components: Templates and Arguments. Templates are the high-level skills or procedures, while arguments are the specific details the program needs to function. For example, if the program is to count objects of a certain color, the template would be the counting action, while the color and type of object would be the arguments.

Data Augmentation

To create examples and improve our models, we use a method called synthetic data augmentation. By taking existing templates and replacing their arguments with similar ones, we can generate new training data. This allows us to train smaller models effectively.

Results

We tested our approach on common visual question answering datasets. Our results show that using only a small set of question/answer pairs and program annotations, smaller models performed comparably to larger state-of-the-art models while being much quicker and cheaper.

Benefits of Our Method

  1. Cost-Effective: Our approach requires less annotated data, cutting down on costs.
  2. Faster: Generating programs with our method is much quicker than traditional prompt-based methods.
  3. Easier to Improve: With fewer dependencies on prompts, enhancing the system is simpler and requires less data.

Related Work

Many have tried to make visual programming better without changing the basic models. These efforts include correcting programs, refactoring them for better performance, and selecting the right examples to use when generating programs. However, these methods still face the same issues of slowness and high costs.

Our Method in Detail

Template and Argument Breakdown

We define templates as structured sequences of operations, which remain the same regardless of the specific question being asked. For instance, both “Count the red apples” and “Count the green apples” would use the same template for counting, differing only in the arguments of color.

Matching and Infilling

Our program generation process involves two main steps:

  1. Template Matching: Given a question, we find the best matching template.
  2. Infilling: We fill in the arguments based on the matched template to create a complete program.

Data Augmentation Techniques

We create synthetic data by swapping out arguments in existing questions and programs. This helps to expand our training set without requiring a lot of additional work.

Auto-annotation

We also developed an auto-annotation method that uses both our template-based approach and LLMs to improve our dataset. This reduces the cost and time involved in creating training data.

Experimental Setup

Our experiments compared our approach with traditional prompt-based methods. We focused on performance, cost, and efficiency, evaluating how well our template-based method did against established models.

Results Overview

The results of our tests showed:

  • Templates and arguments significantly improved performance.
  • The template-based method was faster and cheaper.
  • Less reliance on LLMs was beneficial for scalability.

Challenges and Limitations

While our method shows promise, it still shares some challenges with existing visual programming systems. For example, there may be ambiguities in questions leading to incorrect answers, and the time taken for program execution can still be significant.

Future Work

Looking ahead, we plan to explore:

  • The value of program annotations compared to answer annotations.
  • How to improve the accuracy of program annotations.
  • Further integration of methods for program correction and enhancement.

Conclusion

Our research demonstrates that it is possible to create visual programming systems that are fast, cheap, and effective without relying heavily on LLMs. By focusing on breaking down programs into templates and arguments, we believe we can accelerate the development and accessibility of visual programming tools for a wider audience.


This article highlights the advancements in visual programming, making it more approachable and effective for everyone, even if they aren't scientists or programmers!

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