IVSep 14, 2022Code
Lossy Image Compression with Conditional Diffusion ModelsRuihan Yang, Stephan Mandt
This paper outlines an end-to-end optimized lossy image compression framework using diffusion generative models. The approach relies on the transform coding paradigm, where an image is mapped into a latent space for entropy coding and, from there, mapped back to the data space for reconstruction. In contrast to VAE-based neural compression, where the (mean) decoder is a deterministic neural network, our decoder is a conditional diffusion model. Our approach thus introduces an additional ``content'' latent variable on which the reverse diffusion process is conditioned and uses this variable to store information about the image. The remaining ``texture'' variables characterizing the diffusion process are synthesized at decoding time. We show that the model's performance can be tuned toward perceptual metrics of interest. Our extensive experiments involving multiple datasets and image quality assessment metrics show that our approach yields stronger reported FID scores than the GAN-based model, while also yielding competitive performance with VAE-based models in several distortion metrics. Furthermore, training the diffusion with $\mathcal{X}$-parameterization enables high-quality reconstructions in only a handful of decoding steps, greatly affecting the model's practicality. Our code is available at: \url{https://github.com/buggyyang/CDC_compression}
CLFeb 2Code
Kimi K2.5: Visual Agentic IntelligenceKimi Team, Tongtong Bai, Yifan Bai et al.
We introduce Kimi K2.5, an open-source multimodal agentic model designed to advance general agentic intelligence. K2.5 emphasizes the joint optimization of text and vision so that two modalities enhance each other. This includes a series of techniques such as joint text-vision pre-training, zero-vision SFT, and joint text-vision reinforcement learning. Building on this multimodal foundation, K2.5 introduces Agent Swarm, a self-directed parallel agent orchestration framework that dynamically decomposes complex tasks into heterogeneous sub-problems and executes them concurrently. Extensive evaluations show that Kimi K2.5 achieves state-of-the-art results across various domains including coding, vision, reasoning, and agentic tasks. Agent Swarm also reduces latency by up to $4.5\times$ over single-agent baselines. We release the post-trained Kimi K2.5 model checkpoint to facilitate future research and real-world applications of agentic intelligence.
CVMar 16, 2022
Diffusion Probabilistic Modeling for Video GenerationRuihan Yang, Prakhar Srivastava, Stephan Mandt
Denoising diffusion probabilistic models are a promising new class of generative models that mark a milestone in high-quality image generation. This paper showcases their ability to sequentially generate video, surpassing prior methods in perceptual and probabilistic forecasting metrics. We propose an autoregressive, end-to-end optimized video diffusion model inspired by recent advances in neural video compression. The model successively generates future frames by correcting a deterministic next-frame prediction using a stochastic residual generated by an inverse diffusion process. We compare this approach against five baselines on four datasets involving natural and simulation-based videos. We find significant improvements in terms of perceptual quality for all datasets. Furthermore, by introducing a scalable version of the Continuous Ranked Probability Score (CRPS) applicable to video, we show that our model also outperforms existing approaches in their probabilistic frame forecasting ability.
ROJul 3, 2024
Bunny-VisionPro: Real-Time Bimanual Dexterous Teleoperation for Imitation LearningRunyu Ding, Yuzhe Qin, Jiyue Zhu et al.
Teleoperation is a crucial tool for collecting human demonstrations, but controlling robots with bimanual dexterous hands remains a challenge. Existing teleoperation systems struggle to handle the complexity of coordinating two hands for intricate manipulations. We introduce Bunny-VisionPro, a real-time bimanual dexterous teleoperation system that leverages a VR headset. Unlike previous vision-based teleoperation systems, we design novel low-cost devices to provide haptic feedback to the operator, enhancing immersion. Our system prioritizes safety by incorporating collision and singularity avoidance while maintaining real-time performance through innovative designs. Bunny-VisionPro outperforms prior systems on a standard task suite, achieving higher success rates and reduced task completion times. Moreover, the high-quality teleoperation demonstrations improve downstream imitation learning performance, leading to better generalizability. Notably, Bunny-VisionPro enables imitation learning with challenging multi-stage, long-horizon dexterous manipulation tasks, which have rarely been addressed in previous work. Our system's ability to handle bimanual manipulations while prioritizing safety and real-time performance makes it a powerful tool for advancing dexterous manipulation and imitation learning.
LGMar 16, 2022
SC2 Benchmark: Supervised Compression for Split ComputingYoshitomo Matsubara, Ruihan Yang, Marco Levorato et al.
With the increasing demand for deep learning models on mobile devices, splitting neural network computation between the device and a more powerful edge server has become an attractive solution. However, existing split computing approaches often underperform compared to a naive baseline of remote computation on compressed data. Recent studies propose learning compressed representations that contain more relevant information for supervised downstream tasks, showing improved tradeoffs between compressed data size and supervised performance. However, existing evaluation metrics only provide an incomplete picture of split computing. This study introduces supervised compression for split computing (SC2) and proposes new evaluation criteria: minimizing computation on the mobile device, minimizing transmitted data size, and maximizing model accuracy. We conduct a comprehensive benchmark study using 10 baseline methods, three computer vision tasks, and over 180 trained models, and discuss various aspects of SC2. We also release sc2bench, a Python package for future research on SC2. Our proposed metrics and package will help researchers better understand the tradeoffs of supervised compression in split computing.
ROAug 21, 2024
ACE: A Cross-Platform Visual-Exoskeletons System for Low-Cost Dexterous TeleoperationShiqi Yang, Minghuan Liu, Yuzhe Qin et al.
Learning from demonstrations has shown to be an effective approach to robotic manipulation, especially with the recently collected large-scale robot data with teleoperation systems. Building an efficient teleoperation system across diverse robot platforms has become more crucial than ever. However, there is a notable lack of cost-effective and user-friendly teleoperation systems for different end-effectors, e.g., anthropomorphic robot hands and grippers, that can operate across multiple platforms. To address this issue, we develop ACE, a cross-platform visual-exoskeleton system for low-cost dexterous teleoperation. Our system utilizes a hand-facing camera to capture 3D hand poses and an exoskeleton mounted on a portable base, enabling accurate real-time capture of both finger and wrist poses. Compared to previous systems, which often require hardware customization according to different robots, our single system can generalize to humanoid hands, arm-hands, arm-gripper, and quadruped-gripper systems with high-precision teleoperation. This enables imitation learning for complex manipulation tasks on diverse platforms.
ROApr 3, 2023
Neural Volumetric Memory for Visual Locomotion ControlRuihan Yang, Ge Yang, Xiaolong Wang
Legged robots have the potential to expand the reach of autonomy beyond paved roads. In this work, we consider the difficult problem of locomotion on challenging terrains using a single forward-facing depth camera. Due to the partial observability of the problem, the robot has to rely on past observations to infer the terrain currently beneath it. To solve this problem, we follow the paradigm in computer vision that explicitly models the 3D geometry of the scene and propose Neural Volumetric Memory (NVM), a geometric memory architecture that explicitly accounts for the SE(3) equivariance of the 3D world. NVM aggregates feature volumes from multiple camera views by first bringing them back to the ego-centric frame of the robot. We test the learned visual-locomotion policy on a physical robot and show that our approach, which explicitly introduces geometric priors during training, offers superior performance than more naïve methods. We also include ablation studies and show that the representations stored in the neural volumetric memory capture sufficient geometric information to reconstruct the scene. Our project page with videos is https://rchalyang.github.io/NVM .
96.1SEMay 27
GUI Agents for Continual Game GenerationYixu Huang, Bo Li, Na Li et al.
Generating a game is not the same as making one that can be played. Despite advances in code generation, existing approaches treat game generation as one-shot translation from prompt to artifact, leaving interaction-level failures undetected. We argue that evaluating and improving game generation requires a player, and study two roles for graphical user interface (GUI) agents in this process: (1) as an objective evaluator, for which we introduce PlaytestArena, a new evaluation environment that pairs 200 browser-based game generation tasks across eight genres with rubrics of expected in-play behaviors, adjudicated by a GUI agent that loads each build in a browser and plays it; and (2) as a subjective playtester, for which we propose Play2Code, where a game agent and a GUI agent operate in a sustained loop with shared memory, turning game generation into a dialogue between coding and playing. Our experiments show that even frontier models struggle to generate playable games directly, while Play2Code achieves a 66.8\% rubric pass-rate, improving over single-pass and agentic-coding baselines by 37.1 and 14.6 points respectively. Further analysis shows that GUI playtester feedback is more traceable than a human report, yet idiosyncratic in ways reminiscent of human testers, establishing game playtesting as a critical testbed for interactive code generation. Our project website is available at https://continual-game-generation.vercel.app/.
96.4SEMay 15Code
RoadmapBench: Evaluating Long-Horizon Agentic Software Development Across Version UpgradesXinbo Xu, Ruihan Yang, Haiyang Shen et al.
Coding agents are increasingly deployed in real software development, where a single version iteration requires months of coordinated work across many files. However, most existing benchmarks focus predominantly on single-issue bug fixes from Python repositories, with coarse pass/fail evaluation outcomes, and thus fail to capture long-horizon, multi-target development at real engineering scale. To address this gap, we present RoadmapBench, a benchmark of 115 long-horizon coding tasks grounded in real open-source version upgrades across 17 repositories and 5 programming languages. Each task places the agent on a source-version code snapshot and provides a multi-target roadmap instruction requiring it to implement the functionality introduced in the target version, with a median modification of 3,700 lines across 51 files. We conduct a systematic evaluation on thirteen frontier models and find that even the strongest, Claude-Opus-4.7, resolves only 39.1% of tasks, while the weakest achieves merely 5.2%, in stark contrast to existing bug-fix benchmarks, suggesting that long-horizon software development remains a largely unsolved problem.
ROOct 2, 2023
Generalized Animal Imitator: Agile Locomotion with Versatile Motion PriorRuihan Yang, Zhuoqun Chen, Jianhan Ma et al.
The agility of animals, particularly in complex activities such as running, turning, jumping, and backflipping, stands as an exemplar for robotic system design. Transferring this suite of behaviors to legged robotic systems introduces essential inquiries: How can a robot learn multiple locomotion behaviors simultaneously? How can the robot execute these tasks with a smooth transition? How to integrate these skills for wide-range applications? This paper introduces the Versatile Instructable Motion prior (VIM) - a Reinforcement Learning framework designed to incorporate a range of agile locomotion tasks suitable for advanced robotic applications. Our framework enables legged robots to learn diverse agile low-level skills by imitating animal motions and manually designed motions. Our Functionality reward guides the robot's ability to adopt varied skills, and our Stylization reward ensures that robot motions align with reference motions. Our evaluations of the VIM framework span both simulation and the real world. Our framework allows a robot to concurrently learn diverse agile locomotion skills using a single learning-based controller in the real world. Videos can be found on our website: https://rchalyang.github.io/VIM/
CLJan 5
Confidence Estimation for LLMs in Multi-turn InteractionsCaiqi Zhang, Ruihan Yang, Xiaochen Zhu et al.
While confidence estimation is a promising direction for mitigating hallucinations in Large Language Models (LLMs), current research dominantly focuses on single-turn settings. The dynamics of model confidence in multi-turn conversations, where context accumulates and ambiguity is progressively resolved, remain largely unexplored. Reliable confidence estimation in multi-turn settings is critical for many downstream applications, such as autonomous agents and human-in-the-loop systems. This work presents the first systematic study of confidence estimation in multi-turn interactions, establishing a formal evaluation framework grounded in two key desiderata: per-turn calibration and monotonicity of confidence as more information becomes available. To facilitate this, we introduce novel metrics, including a length-normalized Expected Calibration Error (InfoECE), and a new "Hinter-Guesser" paradigm for generating controlled evaluation datasets. Our experiments reveal that widely-used confidence techniques struggle with calibration and monotonicity in multi-turn dialogues. We propose P(Sufficient), a logit-based probe that achieves comparatively better performance, although the task remains far from solved. Our work provides a foundational methodology for developing more reliable and trustworthy conversational agents.
CVMar 6Code
Penguin-VL: Exploring the Efficiency Limits of VLM with LLM-based Vision EncodersBoqiang Zhang, Lei Ke, Ruihan Yang et al.
Vision Language Model (VLM) development has largely relied on scaling model size, which hinders deployment on compute-constrained mobile and edge devices such as smartphones and robots. In this work, we explore the performance limits of compact (e.g., 2B and 8B) VLMs. We challenge the prevailing practice that state-of-the-art VLMs must rely on vision encoders initialized via massive contrastive pretraining (e.g., CLIP/SigLIP). We identify an objective mismatch: contrastive learning, optimized for discrimination, enforces coarse and category-level invariances that suppress fine-grained visual cues needed for dense captioning and complex VLM reasoning. To address this issue, we present Penguin-VL, whose vision encoder is initialized from a text-only LLM. Our experiments reveal that Penguin-Encoder serves as a superior alternative to traditional contrastive pretraining, unlocking a higher degree of visual fidelity and data efficiency for multimodal understanding. Across various image and video benchmarks, Penguin-VL achieves performance comparable to leading VLMs (e.g., Qwen3-VL) in mathematical reasoning and surpasses them in tasks such as document understanding, visual knowledge, and multi-perspective video understanding. Notably, these gains are achieved with a lightweight architecture, demonstrating that improved visual representation rather than model scaling is the primary driver of performance. Our ablations show that Penguin-Encoder consistently outperforms contrastive-pretrained encoders, preserving fine-grained spatial and temporal cues that are critical for dense perception and complex reasoning. This makes it a strong drop-in alternative for compute-efficient VLMs and enables high performance in resource-constrained settings. Code: https://github.com/tencent-ailab/Penguin-VL
AIFeb 13
Think Fast and Slow: Step-Level Cognitive Depth Adaptation for LLM AgentsRuihan Yang, Fanghua Ye, Xiang We et al.
Large language models (LLMs) are increasingly deployed as autonomous agents for multi-turn decision-making tasks. However, current agents typically rely on fixed cognitive patterns: non-thinking models generate immediate responses, while thinking models engage in deep reasoning uniformly. This rigidity is inefficient for long-horizon tasks, where cognitive demands vary significantly from step to step, with some requiring strategic planning and others only routine execution. In this paper, we introduce CogRouter, a framework that trains agents to dynamically adapt cognitive depth at each step. Grounded in ACT-R theory, we design four hierarchical cognitive levels ranging from instinctive responses to strategic planning. Our two-stage training approach includes Cognition-aware Supervised Fine-tuning (CoSFT) to instill stable level-specific patterns, and Cognition-aware Policy Optimization (CoPO) for step-level credit assignment via confidence-aware advantage reweighting. The key insight is that appropriate cognitive depth should maximize the confidence of the resulting action. Experiments on ALFWorld and ScienceWorld demonstrate that CogRouter achieves state-of-the-art performance with superior efficiency. With Qwen2.5-7B, it reaches an 82.3% success rate, outperforming GPT-4o (+40.3%), OpenAI-o3 (+18.3%), and GRPO (+14.0%), while using 62% fewer tokens.
ROFeb 26, 2024
Expressive Whole-Body Control for Humanoid RobotsXuxin Cheng, Yandong Ji, Junming Chen et al.
Can we enable humanoid robots to generate rich, diverse, and expressive motions in the real world? We propose to learn a whole-body control policy on a human-sized robot to mimic human motions as realistic as possible. To train such a policy, we leverage the large-scale human motion capture data from the graphics community in a Reinforcement Learning framework. However, directly performing imitation learning with the motion capture dataset would not work on the real humanoid robot, given the large gap in degrees of freedom and physical capabilities. Our method Expressive Whole-Body Control (Exbody) tackles this problem by encouraging the upper humanoid body to imitate a reference motion, while relaxing the imitation constraint on its two legs and only requiring them to follow a given velocity robustly. With training in simulation and Sim2Real transfer, our policy can control a humanoid robot to walk in different styles, shake hands with humans, and even dance with a human in the real world. We conduct extensive studies and comparisons on diverse motions in both simulation and the real world to show the effectiveness of our approach.
CLApr 28, 2024
From Persona to Personalization: A Survey on Role-Playing Language AgentsJiangjie Chen, Xintao Wang, Rui Xu et al.
Recent advancements in large language models (LLMs) have significantly boosted the rise of Role-Playing Language Agents (RPLAs), i.e., specialized AI systems designed to simulate assigned personas. By harnessing multiple advanced abilities of LLMs, including in-context learning, instruction following, and social intelligence, RPLAs achieve a remarkable sense of human likeness and vivid role-playing performance. RPLAs can mimic a wide range of personas, ranging from historical figures and fictional characters to real-life individuals. Consequently, they have catalyzed numerous AI applications, such as emotional companions, interactive video games, personalized assistants and copilots, and digital clones. In this paper, we conduct a comprehensive survey of this field, illustrating the evolution and recent progress in RPLAs integrating with cutting-edge LLM technologies. We categorize personas into three types: 1) Demographic Persona, which leverages statistical stereotypes; 2) Character Persona, focused on well-established figures; and 3) Individualized Persona, customized through ongoing user interactions for personalized services. We begin by presenting a comprehensive overview of current methodologies for RPLAs, followed by the details for each persona type, covering corresponding data sourcing, agent construction, and evaluation. Afterward, we discuss the fundamental risks, existing limitations, and future prospects of RPLAs. Additionally, we provide a brief review of RPLAs in AI applications, which reflects practical user demands that shape and drive RPLA research. Through this work, we aim to establish a clear taxonomy of RPLA research and applications, and facilitate future research in this critical and ever-evolving field, and pave the way for a future where humans and RPLAs coexist in harmony.
ROMar 25, 2024
Visual Whole-Body Control for Legged Loco-ManipulationMinghuan Liu, Zixuan Chen, Xuxin Cheng et al.
We study the problem of mobile manipulation using legged robots equipped with an arm, namely legged loco-manipulation. The robot legs, while usually utilized for mobility, offer an opportunity to amplify the manipulation capabilities by conducting whole-body control. That is, the robot can control the legs and the arm at the same time to extend its workspace. We propose a framework that can conduct the whole-body control autonomously with visual observations. Our approach, namely Visual Whole-Body Control(VBC), is composed of a low-level policy using all degrees of freedom to track the body velocities along with the end-effector position, and a high-level policy proposing the velocities and end-effector position based on visual inputs. We train both levels of policies in simulation and perform Sim2Real transfer for real robot deployment. We perform extensive experiments and show significant improvements over baselines in picking up diverse objects in different configurations (heights, locations, orientations) and environments.
ROMar 12, 2024
Learning Generalizable Feature Fields for Mobile ManipulationRi-Zhao Qiu, Yafei Hu, Yuchen Song et al.
An open problem in mobile manipulation is how to represent objects and scenes in a unified manner so that robots can use both for navigation and manipulation. The latter requires capturing intricate geometry while understanding fine-grained semantics, whereas the former involves capturing the complexity inherent at an expansive physical scale. In this work, we present GeFF (Generalizable Feature Fields), a scene-level generalizable neural feature field that acts as a unified representation for both navigation and manipulation that performs in real-time. To do so, we treat generative novel view synthesis as a pre-training task, and then align the resulting rich scene priors with natural language via CLIP feature distillation. We demonstrate the effectiveness of this approach by deploying GeFF on a quadrupedal robot equipped with a manipulator. We quantitatively evaluate GeFF's ability for open-vocabulary object-/part-level manipulation and show that GeFF outperforms point-based baselines in runtime and storage-accuracy trade-offs, with qualitative examples of semantics-aware navigation and articulated object manipulation.
RODec 11, 2023
Harmonic Mobile ManipulationRuihan Yang, Yejin Kim, Rose Hendrix et al.
Recent advancements in robotics have enabled robots to navigate complex scenes or manipulate diverse objects independently. However, robots are still impotent in many household tasks requiring coordinated behaviors such as opening doors. The factorization of navigation and manipulation, while effective for some tasks, fails in scenarios requiring coordinated actions. To address this challenge, we introduce, HarmonicMM, an end-to-end learning method that optimizes both navigation and manipulation, showing notable improvement over existing techniques in everyday tasks. This approach is validated in simulated and real-world environments and adapts to novel unseen settings without additional tuning. Our contributions include a new benchmark for mobile manipulation and the successful deployment with only RGB visual observation in a real unseen apartment, demonstrating the potential for practical indoor robot deployment in daily life. More results are on our project site: https://rchalyang.github.io/HarmonicMM/
CLFeb 20, 2024
GumbelSoft: Diversified Language Model Watermarking via the GumbelMax-trickJiayi Fu, Xuandong Zhao, Ruihan Yang et al. · berkeley
Large language models (LLMs) excellently generate human-like text, but also raise concerns about misuse in fake news and academic dishonesty. Decoding-based watermark, particularly the GumbelMax-trick-based watermark(GM watermark), is a standout solution for safeguarding machine-generated texts due to its notable detectability. However, GM watermark encounters a major challenge with generation diversity, always yielding identical outputs for the same prompt, negatively impacting generation diversity and user experience. To overcome this limitation, we propose a new type of GM watermark, the Logits-Addition watermark, and its three variants, specifically designed to enhance diversity. Among these, the GumbelSoft watermark (a softmax variant of the Logits-Addition watermark) demonstrates superior performance in high diversity settings, with its AUROC score outperforming those of the two alternative variants by 0.1 to 0.3 and surpassing other decoding-based watermarking methods by a minimum of 0.1.
ROJul 16, 2025
EgoVLA: Learning Vision-Language-Action Models from Egocentric Human VideosRuihan Yang, Qinxi Yu, Yecheng Wu et al.
Real robot data collection for imitation learning has led to significant advancements in robotic manipulation. However, the requirement for robot hardware in the process fundamentally constrains the scale of the data. In this paper, we explore training Vision-Language-Action (VLA) models using egocentric human videos. The benefit of using human videos is not only for their scale but more importantly for the richness of scenes and tasks. With a VLA trained on human video that predicts human wrist and hand actions, we can perform Inverse Kinematics and retargeting to convert the human actions to robot actions. We fine-tune the model using a few robot manipulation demonstrations to obtain the robot policy, namely EgoVLA. We propose a simulation benchmark called Ego Humanoid Manipulation Benchmark, where we design diverse bimanual manipulation tasks with demonstrations. We fine-tune and evaluate EgoVLA with Ego Humanoid Manipulation Benchmark and show significant improvements over baselines and ablate the importance of human data. Videos can be found on our website: https://rchalyang.github.io/EgoVLA
CLOct 18, 2024
LoGU: Long-form Generation with Uncertainty ExpressionsRuihan Yang, Caiqi Zhang, Zhisong Zhang et al. · cambridge
While Large Language Models (LLMs) demonstrate impressive capabilities, they still struggle with generating factually incorrect content (i.e., hallucinations). A promising approach to mitigate this issue is enabling models to express uncertainty when unsure. Previous research on uncertainty modeling has primarily focused on short-form QA, but realworld applications often require much longer responses. In this work, we introduce the task of Long-form Generation with Uncertainty(LoGU). We identify two key challenges: Uncertainty Suppression, where models hesitate to express uncertainty, and Uncertainty Misalignment, where models convey uncertainty inaccurately. To tackle these challenges, we propose a refinement-based data collection framework and a two-stage training pipeline. Our framework adopts a divide-and-conquer strategy, refining uncertainty based on atomic claims. The collected data are then used in training through supervised fine-tuning (SFT) and direct preference optimization (DPO) to enhance uncertainty expression. Extensive experiments on three long-form instruction following datasets show that our method significantly improves accuracy, reduces hallucinations, and maintains the comprehensiveness of responses.
RONov 22, 2024
WildLMa: Long Horizon Loco-Manipulation in the WildRi-Zhao Qiu, Yuchen Song, Xuanbin Peng et al.
'In-the-wild' mobile manipulation aims to deploy robots in diverse real-world environments, which requires the robot to (1) have skills that generalize across object configurations; (2) be capable of long-horizon task execution in diverse environments; and (3) perform complex manipulation beyond pick-and-place. Quadruped robots with manipulators hold promise for extending the workspace and enabling robust locomotion, but existing results do not investigate such a capability. This paper proposes WildLMa with three components to address these issues: (1) adaptation of learned low-level controller for VR-enabled whole-body teleoperation and traversability; (2) WildLMa-Skill -- a library of generalizable visuomotor skills acquired via imitation learning or heuristics and (3) WildLMa-Planner -- an interface of learned skills that allow LLM planners to coordinate skills for long-horizon tasks. We demonstrate the importance of high-quality training data by achieving higher grasping success rate over existing RL baselines using only tens of demonstrations. WildLMa exploits CLIP for language-conditioned imitation learning that empirically generalizes to objects unseen in training demonstrations. Besides extensive quantitative evaluation, we qualitatively demonstrate practical robot applications, such as cleaning up trash in university hallways or outdoor terrains, operating articulated objects, and rearranging items on a bookshelf.
CVDec 11, 2023
Precipitation Downscaling with Spatiotemporal Video DiffusionPrakhar Srivastava, Ruihan Yang, Gavin Kerrigan et al.
In climate science and meteorology, high-resolution local precipitation (rain and snowfall) predictions are limited by the computational costs of simulation-based methods. Statistical downscaling, or super-resolution, is a common workaround where a low-resolution prediction is improved using statistical approaches. Unlike traditional computer vision tasks, weather and climate applications require capturing the accurate conditional distribution of high-resolution given low-resolution patterns to assure reliable ensemble averages and unbiased estimates of extreme events, such as heavy rain. This work extends recent video diffusion models to precipitation super-resolution, employing a deterministic downscaler followed by a temporally-conditioned diffusion model to capture noise characteristics and high-frequency patterns. We test our approach on FV3GFS output, an established large-scale global atmosphere model, and compare it against six state-of-the-art baselines. Our analysis, capturing CRPS, MSE, precipitation distributions, and qualitative aspects using California and the Himalayas as examples, establishes our method as a new standard for data-driven precipitation downscaling.
CLOct 17, 2024
Atomic Calibration of LLMs in Long-Form GenerationsCaiqi Zhang, Ruihan Yang, Zhisong Zhang et al. · cambridge
Large language models (LLMs) often suffer from hallucinations, posing significant challenges for real-world applications. Confidence calibration, as an effective indicator of hallucination, is thus essential to enhance the trustworthiness of LLMs. Prior work mainly focuses on short-form tasks using a single response-level score (macro calibration), which is insufficient for long-form outputs that may contain both accurate and inaccurate claims. In this work, we systematically study atomic calibration, which evaluates factuality calibration at a fine-grained level by decomposing long responses into atomic claims. We further categorize existing confidence elicitation methods into discriminative and generative types, and propose two new confidence fusion strategies to improve calibration. Our experiments demonstrate that LLMs exhibit poorer calibration at the atomic level during long-form generation. More importantly, atomic calibration uncovers insightful patterns regarding the alignment of confidence methods and the changes of confidence throughout generation. This sheds light on future research directions for confidence estimation in long-form generation.
ROJun 20, 2025
Dex1B: Learning with 1B Demonstrations for Dexterous ManipulationJianglong Ye, Keyi Wang, Chengjing Yuan et al.
Generating large-scale demonstrations for dexterous hand manipulation remains challenging, and several approaches have been proposed in recent years to address this. Among them, generative models have emerged as a promising paradigm, enabling the efficient creation of diverse and physically plausible demonstrations. In this paper, we introduce Dex1B, a large-scale, diverse, and high-quality demonstration dataset produced with generative models. The dataset contains one billion demonstrations for two fundamental tasks: grasping and articulation. To construct it, we propose a generative model that integrates geometric constraints to improve feasibility and applies additional conditions to enhance diversity. We validate the model on both established and newly introduced simulation benchmarks, where it significantly outperforms prior state-of-the-art methods. Furthermore, we demonstrate its effectiveness and robustness through real-world robot experiments. Our project page is at https://jianglongye.com/dex1b
CLMar 20, 2025
The Lighthouse of Language: Enhancing LLM Agents via Critique-Guided ImprovementRuihan Yang, Fanghua Ye, Jian Li et al.
Large language models (LLMs) have recently transformed from text-based assistants to autonomous agents capable of planning, reasoning, and iteratively improving their actions. While numerical reward signals and verifiers can effectively rank candidate actions, they often provide limited contextual guidance. In contrast, natural language feedback better aligns with the generative capabilities of LLMs, providing richer and more actionable suggestions. However, parsing and implementing this feedback effectively can be challenging for LLM-based agents. In this work, we introduce Critique-Guided Improvement (CGI), a novel two-player framework, comprising an actor model that explores an environment and a critic model that generates detailed nature language feedback. By training the critic to produce fine-grained assessments and actionable revisions, and the actor to utilize these critiques, our approach promotes more robust exploration of alternative strategies while avoiding local optima. Experiments in three interactive environments show that CGI outperforms existing baselines by a substantial margin. Notably, even a small critic model surpasses GPT-4 in feedback quality. The resulting actor achieves state-of-the-art performance, demonstrating the power of explicit iterative guidance to enhance decision-making in LLM-based agents.
LGDec 8, 2023
CMMD: Contrastive Multi-Modal Diffusion for Video-Audio Conditional ModelingRuihan Yang, Hannes Gamper, Sebastian Braun
We introduce a multi-modal diffusion model tailored for the bi-directional conditional generation of video and audio. We propose a joint contrastive training loss to improve the synchronization between visual and auditory occurrences. We present experiments on two datasets to evaluate the efficacy of our proposed model. The assessment of generation quality and alignment performance is carried out from various angles, encompassing both objective and subjective metrics. Our findings demonstrate that the proposed model outperforms the baseline in terms of quality and generation speed through introduction of our novel cross-modal easy fusion architectural block. Furthermore, the incorporation of the contrastive loss results in improvements in audio-visual alignment, particularly in the high-correlation video-to-audio generation task.
CLMay 22, 2025
UNCLE: Benchmarking Uncertainty Expressions in Long-Form GenerationRuihan Yang, Caiqi Zhang, Zhisong Zhang et al. · cambridge
Large Language Models (LLMs) are prone to hallucination, particularly in long-form generations. A promising direction to mitigate hallucination is to teach LLMs to express uncertainty explicitly when they lack sufficient knowledge. However, existing work lacks direct and fair evaluation of LLMs' ability to express uncertainty effectively in long-form generation. To address this gap, we first introduce UNCLE, a benchmark designed to evaluate uncertainty expression in both long- and short-form question answering (QA). UNCLE covers five domains and includes more than 1,000 entities, each with paired short- and long-form QA items. Our dataset is the first to directly link short- and long-form QA through aligned questions and gold-standard answers. Along with UNCLE, we propose a suite of new metrics to assess the models' capabilities to selectively express uncertainty. We then demonstrate that current models fail to convey uncertainty appropriately in long-form generation. We further explore both prompt-based and training-based methods to improve models' performance, with the training-based methods yielding greater gains. Further analysis of alignment gaps between short- and long-form uncertainty expression highlights promising directions for future research using UNCLE.
CLMay 31, 2025
ARIA: Training Language Agents with Intention-Driven Reward AggregationRuihan Yang, Yikai Zhang, Aili Chen et al.
Large language models (LLMs) have enabled agents to perform complex reasoning and decision-making through free-form language interactions. However, in open-ended language action environments (e.g., negotiation or question-asking games), the action space can be formulated as a joint distribution over tokens, resulting in an exponentially large action space. Sampling actions in such a space can lead to extreme reward sparsity, which brings large reward variance, hindering effective reinforcement learning (RL). To address this, we propose ARIA, a method that Aggregates Rewards in Intention space to enable efficient and effective language Agents training. ARIA aims to project natural language actions from the high-dimensional joint token distribution space into a low-dimensional intention space, where semantically similar actions are clustered and assigned shared rewards. This intention-aware reward aggregation reduces reward variance by densifying reward signals, fostering better policy optimization. Extensive experiments demonstrate that ARIA not only significantly reduces policy gradient variance, but also delivers substantial performance gains of an average of 9.95% across four downstream tasks, consistently outperforming offline and online RL baselines.
AIJun 10, 2025
AstroCompress: A benchmark dataset for multi-purpose compression of astronomical dataTuan Truong, Rithwik Sudharsan, Yibo Yang et al.
The site conditions that make astronomical observatories in space and on the ground so desirable -- cold and dark -- demand a physical remoteness that leads to limited data transmission capabilities. Such transmission limitations directly bottleneck the amount of data acquired and in an era of costly modern observatories, any improvements in lossless data compression has the potential scale to billions of dollars worth of additional science that can be accomplished on the same instrument. Traditional lossless methods for compressing astrophysical data are manually designed. Neural data compression, on the other hand, holds the promise of learning compression algorithms end-to-end from data and outperforming classical techniques by leveraging the unique spatial, temporal, and wavelength structures of astronomical images. This paper introduces AstroCompress: a neural compression challenge for astrophysics data, featuring four new datasets (and one legacy dataset) with 16-bit unsigned integer imaging data in various modes: space-based, ground-based, multi-wavelength, and time-series imaging. We provide code to easily access the data and benchmark seven lossless compression methods (three neural and four non-neural, including all practical state-of-the-art algorithms). Our results on lossless compression indicate that lossless neural compression techniques can enhance data collection at observatories, and provide guidance on the adoption of neural compression in scientific applications. Though the scope of this paper is restricted to lossless compression, we also comment on the potential exploration of lossy compression methods in future studies.
CLJun 7, 2024
SelfGoal: Your Language Agents Already Know How to Achieve High-level GoalsRuihan Yang, Jiangjie Chen, Yikai Zhang et al.
Language agents powered by large language models (LLMs) are increasingly valuable as decision-making tools in domains such as gaming and programming. However, these agents often face challenges in achieving high-level goals without detailed instructions and in adapting to environments where feedback is delayed. In this paper, we present SelfGoal, a novel automatic approach designed to enhance agents' capabilities to achieve high-level goals with limited human prior and environmental feedback. The core concept of SelfGoal involves adaptively breaking down a high-level goal into a tree structure of more practical subgoals during the interaction with environments while identifying the most useful subgoals and progressively updating this structure. Experimental results demonstrate that SelfGoal significantly enhances the performance of language agents across various tasks, including competitive, cooperative, and deferred feedback environments. Project page: https://selfgoal-agent.github.io.
CVJun 3, 2024
SpatialRGPT: Grounded Spatial Reasoning in Vision Language ModelsAn-Chieh Cheng, Hongxu Yin, Yang Fu et al.
Vision Language Models (VLMs) have demonstrated remarkable performance in 2D vision and language tasks. However, their ability to reason about spatial arrangements remains limited. In this work, we introduce Spatial Region GPT (SpatialRGPT) to enhance VLMs' spatial perception and reasoning capabilities. SpatialRGPT advances VLMs' spatial understanding through two key innovations: (1) a data curation pipeline that enables effective learning of regional representation from 3D scene graphs, and (2) a flexible plugin module for integrating depth information into the visual encoder of existing VLMs. During inference, when provided with user-specified region proposals, SpatialRGPT can accurately perceive their relative directions and distances. Additionally, we propose SpatialRGBT-Bench, a benchmark with ground-truth 3D annotations encompassing indoor, outdoor, and simulated environments, for evaluating 3D spatial cognition in VLMs. Our results demonstrate that SpatialRGPT significantly enhances performance in spatial reasoning tasks, both with and without local region prompts. The model also exhibits strong generalization capabilities, effectively reasoning about complex spatial relations and functioning as a region-aware dense reward annotator for robotic tasks. Code, dataset, and benchmark are released at https://www.anjiecheng.me/SpatialRGPT
ROSep 29, 2021
Vision-Guided Quadrupedal Locomotion in the Wild with Multi-Modal Delay RandomizationChieko Sarah Imai, Minghao Zhang, Yuchen Zhang et al.
Developing robust vision-guided controllers for quadrupedal robots in complex environments, with various obstacles, dynamical surroundings and uneven terrains, is very challenging. While Reinforcement Learning (RL) provides a promising paradigm for agile locomotion skills with vision inputs in simulation, it is still very challenging to deploy the RL policy in the real world. Our key insight is that aside from the discrepancy in the domain gap, in visual appearance between the simulation and the real world, the latency from the control pipeline is also a major cause of difficulty. In this paper, we propose Multi-Modal Delay Randomization (MMDR) to address this issue when training RL agents. Specifically, we simulate the latency of real hardware by using past observations, sampled with randomized periods, for both proprioception and vision. We train the RL policy for end-to-end control in a physical simulator without any predefined controller or reference motion, and directly deploy it on the real A1 quadruped robot running in the wild. We evaluate our method in different outdoor environments with complex terrains and obstacles. We demonstrate the robot can smoothly maneuver at a high speed, avoid the obstacles, and show significant improvement over the baselines. Our project page with videos is at https://mehooz.github.io/mmdr-wild/.
CVAug 21, 2021
Supervised Compression for Resource-Constrained Edge Computing SystemsYoshitomo Matsubara, Ruihan Yang, Marco Levorato et al.
There has been much interest in deploying deep learning algorithms on low-powered devices, including smartphones, drones, and medical sensors. However, full-scale deep neural networks are often too resource-intensive in terms of energy and storage. As a result, the bulk part of the machine learning operation is therefore often carried out on an edge server, where the data is compressed and transmitted. However, compressing data (such as images) leads to transmitting information irrelevant to the supervised task. Another popular approach is to split the deep network between the device and the server while compressing intermediate features. To date, however, such split computing strategies have barely outperformed the aforementioned naive data compression baselines due to their inefficient approaches to feature compression. This paper adopts ideas from knowledge distillation and neural image compression to compress intermediate feature representations more efficiently. Our supervised compression approach uses a teacher model and a student model with a stochastic bottleneck and learnable prior for entropy coding (Entropic Student). We compare our approach to various neural image and feature compression baselines in three vision tasks and found that it achieves better supervised rate-distortion performance while maintaining smaller end-to-end latency. We furthermore show that the learned feature representations can be tuned to serve multiple downstream tasks.
LGAug 12, 2021
DexMV: Imitation Learning for Dexterous Manipulation from Human VideosYuzhe Qin, Yueh-Hua Wu, Shaowei Liu et al.
While significant progress has been made on understanding hand-object interactions in computer vision, it is still very challenging for robots to perform complex dexterous manipulation. In this paper, we propose a new platform and pipeline DexMV (Dexterous Manipulation from Videos) for imitation learning. We design a platform with: (i) a simulation system for complex dexterous manipulation tasks with a multi-finger robot hand and (ii) a computer vision system to record large-scale demonstrations of a human hand conducting the same tasks. In our novel pipeline, we extract 3D hand and object poses from videos, and propose a novel demonstration translation method to convert human motion to robot demonstrations. We then apply and benchmark multiple imitation learning algorithms with the demonstrations. We show that the demonstrations can indeed improve robot learning by a large margin and solve the complex tasks which reinforcement learning alone cannot solve. More details can be found in the project page: https://yzqin.github.io/dexmv
IVJul 28, 2021
Insights from Generative Modeling for Neural Video CompressionRuihan Yang, Yibo Yang, Joseph Marino et al.
While recent machine learning research has revealed connections between deep generative models such as VAEs and rate-distortion losses used in learned compression, most of this work has focused on images. In a similar spirit, we view recently proposed neural video coding algorithms through the lens of deep autoregressive and latent variable modeling. We present these codecs as instances of a generalized stochastic temporal autoregressive transform, and propose new avenues for further improvements inspired by normalizing flows and structured priors. We propose several architectures that yield state-of-the-art video compression performance on high-resolution video and discuss their tradeoffs and ablations. In particular, we propose (i) improved temporal autoregressive transforms, (ii) improved entropy models with structured and temporal dependencies, and (iii) variable bitrate versions of our algorithms. Since our improvements are compatible with a large class of existing models, we provide further evidence that the generative modeling viewpoint can advance the neural video coding field.
LGJul 8, 2021
Learning Vision-Guided Quadrupedal Locomotion End-to-End with Cross-Modal TransformersRuihan Yang, Minghao Zhang, Nicklas Hansen et al.
We propose to address quadrupedal locomotion tasks using Reinforcement Learning (RL) with a Transformer-based model that learns to combine proprioceptive information and high-dimensional depth sensor inputs. While learning-based locomotion has made great advances using RL, most methods still rely on domain randomization for training blind agents that generalize to challenging terrains. Our key insight is that proprioceptive states only offer contact measurements for immediate reaction, whereas an agent equipped with visual sensory observations can learn to proactively maneuver environments with obstacles and uneven terrain by anticipating changes in the environment many steps ahead. In this paper, we introduce LocoTransformer, an end-to-end RL method that leverages both proprioceptive states and visual observations for locomotion control. We evaluate our method in challenging simulated environments with different obstacles and uneven terrain. We transfer our learned policy from simulation to a real robot by running it indoors and in the wild with unseen obstacles and terrain. Our method not only significantly improves over baselines, but also achieves far better generalization performance, especially when transferred to the real robot. Our project page with videos is at https://rchalyang.github.io/LocoTransformer/ .
IVOct 19, 2020
Hierarchical Autoregressive Modeling for Neural Video CompressionRuihan Yang, Yibo Yang, Joseph Marino et al.
Recent work by Marino et al. (2020) showed improved performance in sequential density estimation by combining masked autoregressive flows with hierarchical latent variable models. We draw a connection between such autoregressive generative models and the task of lossy video compression. Specifically, we view recent neural video compression methods (Lu et al., 2019; Yang et al., 2020b; Agustssonet al., 2020) as instances of a generalized stochastic temporal autoregressive transform, and propose avenues for enhancement based on this insight. Comprehensive evaluations on large-scale video data show improved rate-distortion performance over both state-of-the-art neural and conventional video compression methods.
ASAug 17, 2020
PIANOTREE VAE: Structured Representation Learning for Polyphonic MusicZiyu Wang, Yiyi Zhang, Yixiao Zhang et al.
The dominant approach for music representation learning involves the deep unsupervised model family variational autoencoder (VAE). However, most, if not all, viable attempts on this problem have largely been limited to monophonic music. Normally composed of richer modality and more complex musical structures, the polyphonic counterpart has yet to be addressed in the context of music representation learning. In this work, we propose the PianoTree VAE, a novel tree-structure extension upon VAE aiming to fit the polyphonic music learning. The experiments prove the validity of the PianoTree VAE via (i)-semantically meaningful latent code for polyphonic segments; (ii)-more satisfiable reconstruction aside of decent geometry learned in the latent space; (iii)-this model's benefits to the variety of the downstream music generation.
LGMar 30, 2020
Multi-Task Reinforcement Learning with Soft ModularizationRuihan Yang, Huazhe Xu, Yi Wu et al.
Multi-task learning is a very challenging problem in reinforcement learning. While training multiple tasks jointly allow the policies to share parameters across different tasks, the optimization problem becomes non-trivial: It remains unclear what parameters in the network should be reused across tasks, and how the gradients from different tasks may interfere with each other. Thus, instead of naively sharing parameters across tasks, we introduce an explicit modularization technique on policy representation to alleviate this optimization issue. Given a base policy network, we design a routing network which estimates different routing strategies to reconfigure the base network for each task. Instead of directly selecting routes for each task, our task-specific policy uses a method called soft modularization to softly combine all the possible routes, which makes it suitable for sequential tasks. We experiment with various robotics manipulation tasks in simulation and show our method improves both sample efficiency and performance over strong baselines by a large margin.
AIMar 30, 2020
Suphx: Mastering Mahjong with Deep Reinforcement LearningJunjie Li, Sotetsu Koyamada, Qiwei Ye et al.
Artificial Intelligence (AI) has achieved great success in many domains, and game AI is widely regarded as its beachhead since the dawn of AI. In recent years, studies on game AI have gradually evolved from relatively simple environments (e.g., perfect-information games such as Go, chess, shogi or two-player imperfect-information games such as heads-up Texas hold'em) to more complex ones (e.g., multi-player imperfect-information games such as multi-player Texas hold'em and StartCraft II). Mahjong is a popular multi-player imperfect-information game worldwide but very challenging for AI research due to its complex playing/scoring rules and rich hidden information. We design an AI for Mahjong, named Suphx, based on deep reinforcement learning with some newly introduced techniques including global reward prediction, oracle guiding, and run-time policy adaptation. Suphx has demonstrated stronger performance than most top human players in terms of stable rank and is rated above 99.99% of all the officially ranked human players in the Tenhou platform. This is the first time that a computer program outperforms most top human players in Mahjong.
SDJun 9, 2019
Deep Music Analogy Via Latent Representation DisentanglementRuihan Yang, Dingsu Wang, Ziyu Wang et al.
Analogy-making is a key method for computer algorithms to generate both natural and creative music pieces. In general, an analogy is made by partially transferring the music abstractions, i.e., high-level representations and their relationships, from one piece to another; however, this procedure requires disentangling music representations, which usually takes little effort for musicians but is non-trivial for computers. Three sub-problems arise: extracting latent representations from the observation, disentangling the representations so that each part has a unique semantic interpretation, and mapping the latent representations back to actual music. In this paper, we contribute an explicitly-constrained variational autoencoder (EC$^2$-VAE) as a unified solution to all three sub-problems. We focus on disentangling the pitch and rhythm representations of 8-beat music clips conditioned on chords. In producing music analogies, this model helps us to realize the imaginary situation of "what if" a piece is composed using a different pitch contour, rhythm pattern, or chord progression by borrowing the representations from other pieces. Finally, we validate the proposed disentanglement method using objective measurements and evaluate the analogy examples by a subjective study.
LGMay 28, 2019
Learning Efficient and Effective Exploration Policies with Counterfactual Meta PolicyRuihan Yang, Qiwei Ye, Tie-Yan Liu
A fundamental issue in reinforcement learning algorithms is the balance between exploration of the environment and exploitation of information already obtained by the agent. Especially, exploration has played a critical role for both efficiency and efficacy of the learning process. However, Existing works for exploration involve task-agnostic design, that is performing well in one environment, but be ill-suited to another. To the purpose of learning an effective and efficient exploration policy in an automated manner. We formalized a feasible metric for measuring the utility of exploration based on counterfactual ideology. Based on that, We proposed an end-to-end algorithm to learn exploration policy by meta-learning. We demonstrate that our method achieves good results compared to previous works in the high-dimensional control tasks in MuJoCo simulator.
SDApr 18, 2019
Inspecting and Interacting with Meaningful Music Representations using VAERuihan Yang, Tianyao Chen, Yiyi Zhang et al.
Variational Autoencoders(VAEs) have already achieved great results on image generation and recently made promising progress on music generation. However, the generation process is still quite difficult to control in the sense that the learned latent representations lack meaningful music semantics. It would be much more useful if people can modify certain music features, such as rhythm and pitch contour, via latent representations to test different composition ideas. In this paper, we propose a new method to inspect the pitch and rhythm interpretations of the latent representations and we name it disentanglement by augmentation. Based on the interpretable representations, an intuitive graphical user interface is designed for users to better direct the music creation process by manipulating the pitch contours and rhythmic complexity.
LGFeb 7, 2019
Artificial Intelligence for Prosthetics - challenge solutionsŁukasz Kidziński, Carmichael Ong, Sharada Prasanna Mohanty et al.
In the NeurIPS 2018 Artificial Intelligence for Prosthetics challenge, participants were tasked with building a controller for a musculoskeletal model with a goal of matching a given time-varying velocity vector. Top participants were invited to describe their algorithms. In this work, we describe the challenge and present thirteen solutions that used deep reinforcement learning approaches. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each team implemented different modifications of the known algorithms by, for example, dividing the task into subtasks, learning low-level control, or by incorporating expert knowledge and using imitation learning.
CVAug 7, 2018
MatchBench: An Evaluation of Feature MatchersJiaWang Bian, Ruihan Yang, Yun Liu et al.
Feature matching is one of the most fundamental and active research areas in computer vision. A comprehensive evaluation of feature matchers is necessary, since it would advance both the development of this field and also high-level applications such as Structure-from-Motion or Visual SLAM. However, to the best of our knowledge, no previous work targets the evaluation of feature matchers while they only focus on evaluating feature detectors and descriptors. This leads to a critical absence in this field that there is no standard datasets and evaluation metrics to evaluate different feature matchers fairly. To this end, we present the first uniform feature matching benchmark to facilitate the evaluation of feature matchers. In the proposed benchmark, matchers are evaluated in different aspects, involving matching ability, correspondence sufficiency, and efficiency. Also, their performances are investigated in different scenes and in different matching types. Subsequently, we carry out an extensive evaluation of different state-of-the-art matchers on the benchmark and make in-depth analyses based on the reported results. This can be used to design practical matching systems in real applications and also advocates the potential future research directions in the field of feature matching.