Zixi Liu

CL
h-index21
5papers
1,479citations
Novelty52%
AI Score47

5 Papers

RONov 12, 2025
SPIDER: Scalable Physics-Informed Dexterous Retargeting

Chaoyi Pan, Changhao Wang, Haozhi Qi et al.

Learning dexterous and agile policy for humanoid and dexterous hand control requires large-scale demonstrations, but collecting robot-specific data is prohibitively expensive. In contrast, abundant human motion data is readily available from motion capture, videos, and virtual reality, which could help address the data scarcity problem. However, due to the embodiment gap and missing dynamic information like force and torque, these demonstrations cannot be directly executed on robots. To bridge this gap, we propose Scalable Physics-Informed DExterous Retargeting (SPIDER), a physics-based retargeting framework to transform and augment kinematic-only human demonstrations to dynamically feasible robot trajectories at scale. Our key insight is that human demonstrations should provide global task structure and objective, while large-scale physics-based sampling with curriculum-style virtual contact guidance should refine trajectories to ensure dynamical feasibility and correct contact sequences. SPIDER scales across diverse 9 humanoid/dexterous hand embodiments and 6 datasets, improving success rates by 18% compared to standard sampling, while being 10X faster than reinforcement learning (RL) baselines, and enabling the generation of a 2.4M frames dynamic-feasible robot dataset for policy learning. As a universal physics-based retargeting method, SPIDER can work with diverse quality data and generate diverse and high-quality data to enable efficient policy learning with methods like RL.

SEMar 30
C2RustXW: Program-Structure-Aware C-to-Rust Translation via Program Analysis and LLM

Yanyan Yan, Yang Feng, Jiangshan Liu et al.

The growing adoption of Rust for its memory safety and performance has increased the demand for effective migration of legacy C codebases. However, existing rule-based translators (e.g., \ctorust) often generate verbose, non-idiomatic code that preserves unsafe C semantics, limiting readability, maintainability, and practical adoption. Moreover, manual post-processing of such outputs is labor-intensive and rarely yields high-quality Rust code, posing a significant barrier to large-scale migration. To address these limitations, we present \tool, a program-structure-aware C-to-Rust translation approach that integrates program analysis with Large Language Models (LLMs). \tool extracts the multi-level program structure, including global symbols, function dependencies, and control- and data-flow information, and encodes these as structured textual representations injected into LLM prompts to guide translation and repair. Based on this design, \tool performs dependency-aware translation and adopts a multi-stage repair pipeline that combines rule-based and structure-guided LLM-based techniques to ensure syntactic correctness. For semantic correctness, \tool further integrates execution-based validation with structure-guided reasoning to localize and repair behavioral inconsistencies. Experimental results show that \tool achieves 100\% syntactic correctness on CodeNet and 97.78\% on GitHub, while significantly reducing code size (up to 43.70\%) and unsafe usage (to 5.75\%). At the project level, \tool achieves perfect syntactic correctness and an average semantic correctness of 78.87\%, demonstrating its effectiveness for practical and scalable C-to-Rust migration.

ROSep 23, 2021
The Role of Tactile Sensing in Learning and Deploying Grasp Refinement Algorithms

Alexander Koenig, Zixi Liu, Lucas Janson et al.

A long-standing question in robot hand design is how accurate tactile sensing must be. This paper uses simulated tactile signals and the reinforcement learning (RL) framework to study the sensing needs in grasping systems. Our first experiment investigates the need for rich tactile sensing in the rewards of RL-based grasp refinement algorithms for multi-fingered robotic hands. We systematically integrate different levels of tactile data into the rewards using analytic grasp stability metrics. We find that combining information on contact positions, normals, and forces in the reward yields the highest average success rates of 95.4% for cuboids, 93.1% for cylinders, and 62.3% for spheres across wrist position errors between 0 and 7 centimeters and rotational errors between 0 and 14 degrees. This contact-based reward outperforms a non-tactile binary-reward baseline by 42.9%. Our follow-up experiment shows that when training with tactile-enabled rewards, the use of tactile information in the control policy's state vector is drastically reducible at only a slight performance decrease of at most 6.6% for no tactile sensing in the state. Since policies do not require access to the reward signal at test time, our work implies that models trained on tactile-enabled hands are deployable to robotic hands with a smaller sensor suite, potentially reducing cost dramatically.

CLApr 12, 2021
Plot-guided Adversarial Example Construction for Evaluating Open-domain Story Generation

Sarik Ghazarian, Zixi Liu, Akash SM et al.

With the recent advances of open-domain story generation, the lack of reliable automatic evaluation metrics becomes an increasingly imperative issue that hinders the fast development of story generation. According to conducted researches in this regard, learnable evaluation metrics have promised more accurate assessments by having higher correlations with human judgments. A critical bottleneck of obtaining a reliable learnable evaluation metric is the lack of high-quality training data for classifiers to efficiently distinguish plausible and implausible machine-generated stories. Previous works relied on \textit{heuristically manipulated} plausible examples to mimic possible system drawbacks such as repetition, contradiction, or irrelevant content in the text level, which can be \textit{unnatural} and \textit{oversimplify} the characteristics of implausible machine-generated stories. We propose to tackle these issues by generating a more comprehensive set of implausible stories using {\em plots}, which are structured representations of controllable factors used to generate stories. Since these plots are compact and structured, it is easier to manipulate them to generate text with targeted undesirable properties, while at the same time maintain the grammatical correctness and naturalness of the generated sentences. To improve the quality of generated implausible stories, we further apply the adversarial filtering procedure presented by \citet{zellers2018swag} to select a more nuanced set of implausible texts. Experiments show that the evaluation metrics trained on our generated data result in more reliable automatic assessments that correlate remarkably better with human judgments compared to the baselines.

CLFeb 3, 2021
DiSCoL: Toward Engaging Dialogue Systems through Conversational Line Guided Response Generation

Sarik Ghazarian, Zixi Liu, Tuhin Chakrabarty et al.

Having engaging and informative conversations with users is the utmost goal for open-domain conversational systems. Recent advances in transformer-based language models and their applications to dialogue systems have succeeded to generate fluent and human-like responses. However, they still lack control over the generation process towards producing contentful responses and achieving engaging conversations. To achieve this goal, we present \textbf{DiSCoL} (\textbf{Di}alogue \textbf{S}ystems through \textbf{Co}versational \textbf{L}ine guided response generation). DiSCoL is an open-domain dialogue system that leverages conversational lines (briefly \textbf{convlines}) as controllable and informative content-planning elements to guide the generation model produce engaging and informative responses. Two primary modules in DiSCoL's pipeline are conditional generators trained for 1) predicting relevant and informative convlines for dialogue contexts and 2) generating high-quality responses conditioned on the predicted convlines. Users can also change the returned convlines to \textit{control} the direction of the conversations towards topics that are more interesting for them. Through automatic and human evaluations, we demonstrate the efficiency of the convlines in producing engaging conversations.