Zhengyou Zhang

CV
h-index2
22papers
4,325citations
Novelty45%
AI Score60

22 Papers

ROJul 31, 2022Code
DA$^2$ Dataset: Toward Dexterity-Aware Dual-Arm Grasping

Guangyao Zhai, Yu Zheng, Ziwei Xu et al.

In this paper, we introduce DA$^2$, the first large-scale dual-arm dexterity-aware dataset for the generation of optimal bimanual grasping pairs for arbitrary large objects. The dataset contains about 9M pairs of parallel-jaw grasps, generated from more than 6000 objects and each labeled with various grasp dexterity measures. In addition, we propose an end-to-end dual-arm grasp evaluation model trained on the rendered scenes from this dataset. We utilize the evaluation model as our baseline to show the value of this novel and nontrivial dataset by both online analysis and real robot experiments. All data and related code will be open-sourced at https://sites.google.com/view/da2dataset.

81.3ROJun 3
FlowPRO: Reward-Free Reinforced Fine-Tuning of Flow-Matching VLAs via Proximalized Preference Optimization

Yihao Wu, He Zhang, Junbo Tan et al.

Post-training Vision-Language-Action (VLA) models into policies that can be reliably deployed on real robots remains a major bottleneck. SFT and DAgger exploit failure signals only indirectly, and reward-based RL is bottlenecked by the difficulty of real-world reward design and of training reliable critics. We present FlowPRO, a reward-free offline reinforced fine-tuning framework for flow-matching VLAs. Algorithmically, we propose RPRO (Robotic Flow-matching Proximalized Preference Optimization), a preference-optimization objective tailored to the flow-matching action head of VLA models. RPRO pairs a contrastive optimizer with an explicit proximal regularizer that anchors the absolute magnitude of the implicit reward, thereby eliminating the reward-hacking failure mode of plain Flow-DPO. On the data side, a teleoperated intervention-and-rollback paradigm produces naturally paired positive and negative trajectories $(τ^w, τ^l)$ on a real robot from a single operator action; a Smooth Interpolation procedure, combined with batch mixing, then converts these sparse corrections into dense per-state supervision while preserving the base policy's capabilities. On four long-horizon bimanual tasks, FlowPRO attains the highest success rate, outperforming four representative baselines, and ablations confirm the contribution of each loss component.

ROAug 29, 2023
Lifelike Agility and Play in Quadrupedal Robots using Reinforcement Learning and Generative Pre-trained Models

Lei Han, Qingxu Zhu, Jiapeng Sheng et al.

Knowledge from animals and humans inspires robotic innovations. Numerous efforts have been made to achieve agile locomotion in quadrupedal robots through classical controllers or reinforcement learning approaches. These methods usually rely on physical models or handcrafted rewards to accurately describe the specific system, rather than on a generalized understanding like animals do. Here we propose a hierarchical framework to construct primitive-, environmental- and strategic-level knowledge that are all pre-trainable, reusable and enrichable for legged robots. The primitive module summarizes knowledge from animal motion data, where, inspired by large pre-trained models in language and image understanding, we introduce deep generative models to produce motor control signals stimulating legged robots to act like real animals. Then, we shape various traversing capabilities at a higher level to align with the environment by reusing the primitive module. Finally, a strategic module is trained focusing on complex downstream tasks by reusing the knowledge from previous levels. We apply the trained hierarchical controllers to the MAX robot, a quadrupedal robot developed in-house, to mimic animals, traverse complex obstacles and play in a designed challenging multi-agent chase tag game, where lifelike agility and strategy emerge in the robots.

AIAug 8, 2024Code
EARBench: Towards Evaluating Physical Risk Awareness for Task Planning of Foundation Model-based Embodied AI Agents

Zihao Zhu, Bingzhe Wu, Zhengyou Zhang et al.

Embodied artificial intelligence (EAI) integrates advanced AI models into physical entities for real-world interaction. The emergence of foundation models as the "brain" of EAI agents for high-level task planning has shown promising results. However, the deployment of these agents in physical environments presents significant safety challenges. For instance, a housekeeping robot lacking sufficient risk awareness might place a metal container in a microwave, potentially causing a fire. To address these critical safety concerns, comprehensive pre-deployment risk assessments are imperative. This study introduces EARBench, a novel framework for automated physical risk assessment in EAI scenarios. EAIRiskBench employs a multi-agent cooperative system that leverages various foundation models to generate safety guidelines, create risk-prone scenarios, make task planning, and evaluate safety systematically. Utilizing this framework, we construct EARDataset, comprising diverse test cases across various domains, encompassing both textual and visual scenarios. Our comprehensive evaluation of state-of-the-art foundation models reveals alarming results: all models exhibit high task risk rates (TRR), with an average of 95.75% across all evaluated models. To address these challenges, we further propose two prompting-based risk mitigation strategies. While these strategies demonstrate some efficacy in reducing TRR, the improvements are limited, still indicating substantial safety concerns. This study provides the first large-scale assessment of physical risk awareness in EAI agents. Our findings underscore the critical need for enhanced safety measures in EAI systems and provide valuable insights for future research directions in developing safer embodied artificial intelligence system. Data and code are available at https://github.com/zihao-ai/EARBench.

CLNov 9, 2023
TencentLLMEval: A Hierarchical Evaluation of Real-World Capabilities for Human-Aligned LLMs

Shuyi Xie, Wenlin Yao, Yong Dai et al.

Large language models (LLMs) have shown impressive capabilities across various natural language tasks. However, evaluating their alignment with human preferences remains a challenge. To this end, we propose a comprehensive human evaluation framework to assess LLMs' proficiency in following instructions on diverse real-world tasks. We construct a hierarchical task tree encompassing 7 major areas covering over 200 categories and over 800 tasks, which covers diverse capabilities such as question answering, reasoning, multiturn dialogue, and text generation, to evaluate LLMs in a comprehensive and in-depth manner. We also design detailed evaluation standards and processes to facilitate consistent, unbiased judgments from human evaluators. A test set of over 3,000 instances is released, spanning different difficulty levels and knowledge domains. Our work provides a standardized methodology to evaluate human alignment in LLMs for both English and Chinese. We also analyze the feasibility of automating parts of evaluation with a strong LLM (GPT-4). Our framework supports a thorough assessment of LLMs as they are integrated into real-world applications. We have made publicly available the task tree, TencentLLMEval dataset, and evaluation methodology which have been demonstrated as effective in assessing the performance of Tencent Hunyuan LLMs. By doing so, we aim to facilitate the benchmarking of advances in the development of safe and human-aligned LLMs.

91.8CVApr 8Code
HY-Embodied-0.5: Embodied Foundation Models for Real-World Agents

Tencent Robotics X, HY Vision Team, Xumin Yu et al. · tencent-ai

We introduce HY-Embodied-0.5, a family of foundation models specifically designed for real-world embodied agents. To bridge the gap between general Vision-Language Models (VLMs) and the demands of embodied agents, our models are developed to enhance the core capabilities required by embodied intelligence: spatial and temporal visual perception, alongside advanced embodied reasoning for prediction, interaction, and planning. The HY-Embodied-0.5 suite comprises two primary variants: an efficient model with 2B activated parameters designed for edge deployment, and a powerful model with 32B activated parameters targeted for complex reasoning. To support the fine-grained visual perception essential for embodied tasks, we adopt a Mixture-of-Transformers (MoT) architecture to enable modality-specific computing. By incorporating latent tokens, this design effectively enhances the perceptual representation of the models. To improve reasoning capabilities, we introduce an iterative, self-evolving post-training paradigm. Furthermore, we employ on-policy distillation to transfer the advanced capabilities of the large model to the smaller variant, thereby maximizing the performance potential of the compact model. Extensive evaluations across 22 benchmarks, spanning visual perception, spatial reasoning, and embodied understanding, demonstrate the effectiveness of our approach. Our MoT-2B model outperforms similarly sized state-of-the-art models on 16 benchmarks, while the 32B variant achieves performance comparable to frontier models such as Gemini 3.0 Pro. In downstream robot control experiments, we leverage our robust VLM foundation to train an effective Vision-Language-Action (VLA) model, achieving compelling results in real-world physical evaluations. Code and models are open-sourced at https://github.com/Tencent-Hunyuan/HY-Embodied.

ROFeb 24
Cooperative-Competitive Team Play of Real-World Craft Robots

Rui Zhao, Xihui Li, Yizheng Zhang et al.

Multi-agent deep Reinforcement Learning (RL) has made significant progress in developing intelligent game-playing agents in recent years. However, the efficient training of collective robots using multi-agent RL and the transfer of learned policies to real-world applications remain open research questions. In this work, we first develop a comprehensive robotic system, including simulation, distributed learning framework, and physical robot components. We then propose and evaluate reinforcement learning techniques designed for efficient training of cooperative and competitive policies on this platform. To address the challenges of multi-agent sim-to-real transfer, we introduce Out of Distribution State Initialization (OODSI) to mitigate the impact of the sim-to-real gap. In the experiments, OODSI improves the Sim2Real performance by 20%. We demonstrate the effectiveness of our approach through experiments with a multi-robot car competitive game and a cooperative task in real-world settings.

AINov 27, 2020Code
TStarBot-X: An Open-Sourced and Comprehensive Study for Efficient League Training in StarCraft II Full Game

Lei Han, Jiechao Xiong, Peng Sun et al.

StarCraft, one of the most difficult esport games with long-standing history of professional tournaments, has attracted generations of players and fans, and also, intense attentions in artificial intelligence research. Recently, Google's DeepMind announced AlphaStar, a grandmaster level AI in StarCraft II that can play with humans using comparable action space and operations. In this paper, we introduce a new AI agent, named TStarBot-X, that is trained under orders of less computations and can play competitively with expert human players. TStarBot-X takes advantage of important techniques introduced in AlphaStar, and also benefits from substantial innovations including new league training methods, novel multi-agent roles, rule-guided policy search, stabilized policy improvement, lightweight neural network architecture, and importance sampling in imitation learning, etc. We show that with orders of less computation scale, a faithful reimplementation of AlphaStar's methods can not succeed and the proposed techniques are necessary to ensure TStarBot-X's competitive performance. We reveal all technical details that are complementary to those mentioned in AlphaStar, showing the most sensitive parts in league training, reinforcement learning and imitation learning that affect the performance of the agents. Most importantly, this is an open-sourced study that all codes and resources (including the trained model parameters) are publicly accessible via \url{https://github.com/tencent-ailab/tleague_projpage}. We expect this study could be beneficial for both academic and industrial future research in solving complex problems like StarCraft, and also, might provide a sparring partner for all StarCraft II players and other AI agents.

LGNov 25, 2020Code
TLeague: A Framework for Competitive Self-Play based Distributed Multi-Agent Reinforcement Learning

Peng Sun, Jiechao Xiong, Lei Han et al.

Competitive Self-Play (CSP) based Multi-Agent Reinforcement Learning (MARL) has shown phenomenal breakthroughs recently. Strong AIs are achieved for several benchmarks, including Dota 2, Glory of Kings, Quake III, StarCraft II, to name a few. Despite the success, the MARL training is extremely data thirsty, requiring typically billions of (if not trillions of) frames be seen from the environment during training in order for learning a high performance agent. This poses non-trivial difficulties for researchers or engineers and prevents the application of MARL to a broader range of real-world problems. To address this issue, in this manuscript we describe a framework, referred to as TLeague, that aims at large-scale training and implements several main-stream CSP-MARL algorithms. The training can be deployed in either a single machine or a cluster of hybrid machines (CPUs and GPUs), where the standard Kubernetes is supported in a cloud native manner. TLeague achieves a high throughput and a reasonable scale-up when performing distributed training. Thanks to the modular design, it is also easy to extend for solving other multi-agent problems or implementing and verifying MARL algorithms. We present experiments over StarCraft II, ViZDoom and Pommerman to show the efficiency and effectiveness of TLeague. The code is open-sourced and available at https://github.com/tencent-ailab/tleague_projpage

MMAug 6, 2019Code
Report of 2017 NSF Workshop on Multimedia Challenges, Opportunities and Research Roadmaps

Shih-Fu Chang, Alex Hauptmann, Louis-Philippe Morency et al.

With the transformative technologies and the rapidly changing global R&D landscape, the multimedia and multimodal community is now faced with many new opportunities and uncertainties. With the open source dissemination platform and pervasive computing resources, new research results are being discovered at an unprecedented pace. In addition, the rapid exchange and influence of ideas across traditional discipline boundaries have made the emphasis on multimedia multimodal research even more important than before. To seize these opportunities and respond to the challenges, we have organized a workshop to specifically address and brainstorm the challenges, opportunities, and research roadmaps for MM research. The two-day workshop, held on March 30 and 31, 2017 in Washington DC, was sponsored by the Information and Intelligent Systems Division of the National Science Foundation of the United States. Twenty-three (23) invited participants were asked to review and identify research areas in the MM field that are most important over the next 10-15 year timeframe. Important topics were selected through discussion and consensus, and then discussed in depth in breakout groups. Breakout groups reported initial discussion results to the whole group, who continued with further extensive deliberation. For each identified topic, a summary was produced after the workshop to describe the main findings, including the state of the art, challenges, and research roadmaps planned for the next 5, 10, and 15 years in the identified area.

AIDec 21, 2025
ESearch-R1: Learning Cost-Aware MLLM Agents for Interactive Embodied Search via Reinforcement Learning

Weijie Zhou, Xuangtang Xiong, Ye Tian et al.

Multimodal Large Language Models (MLLMs) have empowered embodied agents with remarkable capabilities in planning and reasoning. However, when facing ambiguous natural language instructions (e.g., "fetch the tool" in a cluttered room), current agents often fail to balance the high cost of physical exploration against the cognitive cost of human interaction. They typically treat disambiguation as a passive perception problem, lacking the strategic reasoning to minimize total task execution costs. To bridge this gap, we propose ESearch-R1, a cost-aware embodied reasoning framework that unifies interactive dialogue (Ask), episodic memory retrieval (GetMemory), and physical navigation (Navigate) into a single decision process. We introduce HC-GRPO (Heterogeneous Cost-Aware Group Relative Policy Optimization). Unlike traditional PPO which relies on a separate value critic, HC-GRPO optimizes the MLLM by sampling groups of reasoning trajectories and reinforcing those that achieve the optimal trade-off between information gain and heterogeneous costs (e.g., navigate time, and human attention). Extensive experiments in AI2-THOR demonstrate that ESearch-R1 significantly outperforms standard ReAct-based agents. It improves task success rates while reducing total operational costs by approximately 50\%, validating the effectiveness of GRPO in aligning MLLM agents with physical world constraints.

CVMar 9
Listening with the Eyes: Benchmarking Egocentric Co-Speech Grounding across Space and Time

Weijie Zhou, Xuantang Xiong, Zhenlin Hu et al.

In situated collaboration, speakers often use intentionally underspecified deictic commands (e.g., ``pass me \textit{that}''), whose referent becomes identifiable only by aligning speech with a brief co-speech pointing \emph{stroke}. However, many embodied benchmarks admit language-only shortcuts, allowing MLLMs to perform well without learning the \emph{audio--visual alignment} required by deictic interaction. To bridge this gap, we introduce \textbf{Egocentric Co-Speech Grounding (EcoG)}, where grounding is executable only if an agent jointly predicts \textit{What}, \textit{Where}, and \textit{When}. To operationalize this, we present \textbf{EcoG-Bench}, an evaluation-only bilingual (EN/ZH) diagnostic benchmark of \textbf{811} egocentric clips with dense spatial annotations and millisecond-level stroke supervision. It is organized under a \textbf{Progressive Cognitive Evaluation} protocol. Benchmarking state-of-the-art MLLMs reveals a severe executability gap: while human subjects achieve near-ceiling performance on EcoG-Bench (\textbf{96.9\%} strict Eco-Accuracy), the best native video-audio setting remains low (Gemini-3-Pro: \textbf{17.0\%}). Moreover, in a diagnostic ablation, replacing the native video--audio interface with timestamped frame samples and externally verified ASR (with word-level timing) substantially improves the same model (\textbf{17.0\%}$\to$\textbf{42.9\%}). Overall, EcoG-Bench provides a strict, executable testbed for event-level speech--gesture binding, and suggests that multimodal interfaces may bottleneck the observability of temporal alignment cues, independently of model reasoning.

ROMay 16, 2021
Explainable Hierarchical Imitation Learning for Robotic Drink Pouring

Dandan Zhang, Yu Zheng, Qiang Li et al.

To accurately pour drinks into various containers is an essential skill for service robots. However, drink pouring is a dynamic process and difficult to model. Traditional deep imitation learning techniques for implementing autonomous robotic pouring have an inherent black-box effect and require a large amount of demonstration data for model training. To address these issues, an Explainable Hierarchical Imitation Learning (EHIL) method is proposed in this paper such that a robot can learn high-level general knowledge and execute low-level actions across multiple drink pouring scenarios. Moreover, with EHIL, a logical graph can be constructed for task execution, through which the decision-making process for action generation can be made explainable to users and the causes of failure can be traced out. Based on the logical graph, the framework is manipulable to achieve different targets while the adaptability to unseen scenarios can be achieved in an explainable manner. A series of experiments have been conducted to verify the effectiveness of the proposed method. Results indicate that EHIL outperforms the traditional behavior cloning method in terms of success rate, adaptability, manipulability and explainability.

CVOct 12, 2020
High-Fidelity 3D Digital Human Head Creation from RGB-D Selfies

Linchao Bao, Xiangkai Lin, Yajing Chen et al.

We present a fully automatic system that can produce high-fidelity, photo-realistic 3D digital human heads with a consumer RGB-D selfie camera. The system only needs the user to take a short selfie RGB-D video while rotating his/her head, and can produce a high quality head reconstruction in less than 30 seconds. Our main contribution is a new facial geometry modeling and reflectance synthesis procedure that significantly improves the state-of-the-art. Specifically, given the input video a two-stage frame selection procedure is first employed to select a few high-quality frames for reconstruction. Then a differentiable renderer based 3D Morphable Model (3DMM) fitting algorithm is applied to recover facial geometries from multiview RGB-D data, which takes advantages of a powerful 3DMM basis constructed with extensive data generation and perturbation. Our 3DMM has much larger expressive capacities than conventional 3DMM, allowing us to recover more accurate facial geometry using merely linear basis. For reflectance synthesis, we present a hybrid approach that combines parametric fitting and CNNs to synthesize high-resolution albedo/normal maps with realistic hair/pore/wrinkle details. Results show that our system can produce faithful 3D digital human faces with extremely realistic details. The main code and the newly constructed 3DMM basis is publicly available.

CVJun 28, 2020
Joint Hand-object 3D Reconstruction from a Single Image with Cross-branch Feature Fusion

Yujin Chen, Zhigang Tu, Di Kang et al.

Accurate 3D reconstruction of the hand and object shape from a hand-object image is important for understanding human-object interaction as well as human daily activities. Different from bare hand pose estimation, hand-object interaction poses a strong constraint on both the hand and its manipulated object, which suggests that hand configuration may be crucial contextual information for the object, and vice versa. However, current approaches address this task by training a two-branch network to reconstruct the hand and object separately with little communication between the two branches. In this work, we propose to consider hand and object jointly in feature space and explore the reciprocity of the two branches. We extensively investigate cross-branch feature fusion architectures with MLP or LSTM units. Among the investigated architectures, a variant with LSTM units that enhances object feature with hand feature shows the best performance gain. Moreover, we employ an auxiliary depth estimation module to augment the input RGB image with the estimated depth map, which further improves the reconstruction accuracy. Experiments conducted on public datasets demonstrate that our approach significantly outperforms existing approaches in terms of the reconstruction accuracy of objects.

LGJul 20, 2019
Arena: a toolkit for Multi-Agent Reinforcement Learning

Qing Wang, Jiechao Xiong, Lei Han et al.

We introduce Arena, a toolkit for multi-agent reinforcement learning (MARL) research. In MARL, it usually requires customizing observations, rewards and actions for each agent, changing cooperative-competitive agent-interaction, and playing with/against a third-party agent, etc. We provide a novel modular design, called Interface, for manipulating such routines in essentially two ways: 1) Different interfaces can be concatenated and combined, which extends the OpenAI Gym Wrappers concept to MARL scenarios. 2) During MARL training or testing, interfaces can be embedded in either wrapped OpenAI Gym compatible Environments or raw environment compatible Agents. We offer off-the-shelf interfaces for several popular MARL platforms, including StarCraft II, Pommerman, ViZDoom, Soccer, etc. The interfaces effectively support self-play RL and cooperative-competitive hybrid MARL. Also, Arena can be conveniently extended to your own favorite MARL platform.

CVFeb 2, 2018
Incremental Classifier Learning with Generative Adversarial Networks

Yue Wu, Yinpeng Chen, Lijuan Wang et al.

In this paper, we address the incremental classifier learning problem, which suffers from catastrophic forgetting. The main reason for catastrophic forgetting is that the past data are not available during learning. Typical approaches keep some exemplars for the past classes and use distillation regularization to retain the classification capability on the past classes and balance the past and new classes. However, there are four main problems with these approaches. First, the loss function is not efficient for classification. Second, there is unbalance problem between the past and new classes. Third, the size of pre-decided exemplars is usually limited and they might not be distinguishable from unseen new classes. Forth, the exemplars may not be allowed to be kept for a long time due to privacy regulations. To address these problems, we propose (a) a new loss function to combine the cross-entropy loss and distillation loss, (b) a simple way to estimate and remove the unbalance between the old and new classes , and (c) using Generative Adversarial Networks (GANs) to generate historical data and select representative exemplars during generation. We believe that the data generated by GANs have much less privacy issues than real images because GANs do not directly copy any real image patches. We evaluate the proposed method on CIFAR-100, Flower-102, and MS-Celeb-1M-Base datasets and extensive experiments demonstrate the effectiveness of our method.

CLMay 31, 2017
Adversarial Ranking for Language Generation

Kevin Lin, Dianqi Li, Xiaodong He et al.

Generative adversarial networks (GANs) have great successes on synthesizing data. However, the existing GANs restrict the discriminator to be a binary classifier, and thus limit their learning capacity for tasks that need to synthesize output with rich structures such as natural language descriptions. In this paper, we propose a novel generative adversarial network, RankGAN, for generating high-quality language descriptions. Rather than training the discriminator to learn and assign absolute binary predicate for individual data sample, the proposed RankGAN is able to analyze and rank a collection of human-written and machine-written sentences by giving a reference group. By viewing a set of data samples collectively and evaluating their quality through relative ranking scores, the discriminator is able to make better assessment which in turn helps to learn a better generator. The proposed RankGAN is optimized through the policy gradient technique. Experimental results on multiple public datasets clearly demonstrate the effectiveness of the proposed approach.

CVAug 3, 2016
Training Deep Networks for Facial Expression Recognition with Crowd-Sourced Label Distribution

Emad Barsoum, Cha Zhang, Cristian Canton Ferrer et al.

Crowd sourcing has become a widely adopted scheme to collect ground truth labels. However, it is a well-known problem that these labels can be very noisy. In this paper, we demonstrate how to learn a deep convolutional neural network (DCNN) from noisy labels, using facial expression recognition as an example. More specifically, we have 10 taggers to label each input image, and compare four different approaches to utilizing the multiple labels: majority voting, multi-label learning, probabilistic label drawing, and cross-entropy loss. We show that the traditional majority voting scheme does not perform as well as the last two approaches that fully leverage the label distribution. An enhanced FER+ data set with multiple labels for each face image will also be shared with the research community.

CVFeb 28, 2015
Group Event Detection with a Varying Number of Group Members for Video Surveillance

Weiyao Lin, Ming-Ting Sun, Radha Poovendran et al.

This paper presents a novel approach for automatic recognition of group activities for video surveillance applications. We propose to use a group representative to handle the recognition with a varying number of group members, and use an Asynchronous Hidden Markov Model (AHMM) to model the relationship between people. Furthermore, we propose a group activity detection algorithm which can handle both symmetric and asymmetric group activities, and demonstrate that this approach enables the detection of hierarchical interactions between people. Experimental results show the effectiveness of our approach.

CVFeb 28, 2015
Activity Recognition Using A Combination of Category Components And Local Models for Video Surveillance

Weiyao Lin, Ming-Ting Sun, Radha Poovendran et al.

This paper presents a novel approach for automatic recognition of human activities for video surveillance applications. We propose to represent an activity by a combination of category components, and demonstrate that this approach offers flexibility to add new activities to the system and an ability to deal with the problem of building models for activities lacking training data. For improving the recognition accuracy, a Confident-Frame- based Recognition algorithm is also proposed, where the video frames with high confidence for recognizing an activity are used as a specialized local model to help classify the remainder of the video frames. Experimental results show the effectiveness of the proposed approach.

MLSep 18, 2014
Deeply-Supervised Nets

Chen-Yu Lee, Saining Xie, Patrick Gallagher et al.

Our proposed deeply-supervised nets (DSN) method simultaneously minimizes classification error while making the learning process of hidden layers direct and transparent. We make an attempt to boost the classification performance by studying a new formulation in deep networks. Three aspects in convolutional neural networks (CNN) style architectures are being looked at: (1) transparency of the intermediate layers to the overall classification; (2) discriminativeness and robustness of learned features, especially in the early layers; (3) effectiveness in training due to the presence of the exploding and vanishing gradients. We introduce "companion objective" to the individual hidden layers, in addition to the overall objective at the output layer (a different strategy to layer-wise pre-training). We extend techniques from stochastic gradient methods to analyze our algorithm. The advantage of our method is evident and our experimental result on benchmark datasets shows significant performance gain over existing methods (e.g. all state-of-the-art results on MNIST, CIFAR-10, CIFAR-100, and SVHN).