ROApr 14
STRONG-VLA: Decoupled Robustness Learning for Vision-Language-Action Models under Multimodal PerturbationsYuhan Xie, Yuping Yan, Yunqi Zhao et al.
Despite their strong performance in embodied tasks, recent Vision-Language-Action (VLA) models remain highly fragile under multimodal perturbations, where visual corruption and linguistic noise jointly induce distribution shifts that degrade task-level execution. Existing robustness approaches typically rely on joint training with perturbed data, treating robustness as a static objective, which leads to conflicting optimization between robustness and task fidelity. In this work, we propose STRONG-VLA, a decoupled fine-tuning framework that explicitly separates robustness acquisition from task-aligned refinement. In Stage I, the model is exposed to a curriculum of multimodal perturbations with increasing difficulty, enabling progressive robustness learning under controlled distribution shifts. In Stage II, the model is re-aligned with clean task distributions to recover execution fidelity while preserving robustness. We further establish a comprehensive benchmark with 28 perturbation types spanning both textual and visual modalities, grounded in realistic sources of sensor noise, occlusion, and instruction corruption. Extensive experiments on the LIBERO benchmark show that STRONG-VLA consistently improves task success rates across multiple VLA architectures. On OpenVLA, our method achieves gains of up to 12.60% under seen perturbations and 7.77% under unseen perturbations. Notably, similar or larger improvements are observed on OpenVLA-OFT (+14.48% / +13.81%) and pi0 (+16.49% / +5.58%), demonstrating strong cross-architecture generalization. Real-world experiments on an AIRBOT robotic platform further validate its practical effectiveness. These results highlight the importance of decoupled optimization for multimodal robustness and establish STRONG-VLA as a simple yet principled framework for robust embodied control.
CVJul 26, 2024
DynamicTrack: Advancing Gigapixel Tracking in Crowded ScenesYunqi Zhao, Yuchen Guo, Zheng Cao et al.
Tracking in gigapixel scenarios holds numerous potential applications in video surveillance and pedestrian analysis. Existing algorithms attempt to perform tracking in crowded scenes by utilizing multiple cameras or group relationships. However, their performance significantly degrades when confronted with complex interaction and occlusion inherent in gigapixel images. In this paper, we introduce DynamicTrack, a dynamic tracking framework designed to address gigapixel tracking challenges in crowded scenes. In particular, we propose a dynamic detector that utilizes contrastive learning to jointly detect the head and body of pedestrians. Building upon this, we design a dynamic association algorithm that effectively utilizes head and body information for matching purposes. Extensive experiments show that our tracker achieves state-of-the-art performance on widely used tracking benchmarks specifically designed for gigapixel crowded scenes.
MAJun 25, 2019
On Multi-Agent Learning in Team Sports GamesYunqi Zhao, Igor Borovikov, Jason Rupert et al.
In recent years, reinforcement learning has been successful in solving video games from Atari to Star Craft II. However, the end-to-end model-free reinforcement learning (RL) is not sample efficient and requires a significant amount of computational resources to achieve superhuman level performance. Model-free RL is also unlikely to produce human-like agents for playtesting and gameplaying AI in the development cycle of complex video games. In this paper, we present a hierarchical approach to training agents with the goal of achieving human-like style and high skill level in team sports games. While this is still work in progress, our preliminary results show that the presented approach holds promise for solving the posed multi-agent learning problem.
AIMar 25, 2019
Winning Isn't Everything: Enhancing Game Development with Intelligent AgentsYunqi Zhao, Igor Borovikov, Fernando de Mesentier Silva et al.
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents built to "beat the game", our agents aim to produce human-like behavior to help with game evaluation and balancing. We discuss two fundamental metrics based on which we measure the human-likeness of agents, namely skill and style, which are multi-faceted concepts with practical implications outlined in this paper. We report four case studies in which the style and skill requirements inform the choice of algorithms and metrics used to train agents; ranging from A* search to state-of-the-art deep reinforcement learning. We, further, show that the learning potential of state-of-the-art deep RL models does not seamlessly transfer from the benchmark environments to target ones without heavily tuning their hyperparameters, leading to linear scaling of the engineering efforts and computational cost with the number of target domains.