Beining Han

LG
h-index5
10papers
652citations
Novelty49%
AI Score48

10 Papers

CVJun 15, 2023
Infinite Photorealistic Worlds using Procedural Generation

Alexander Raistrick, Lahav Lipson, Zeyu Ma et al. · nvidia

We introduce Infinigen, a procedural generator of photorealistic 3D scenes of the natural world. Infinigen is entirely procedural: every asset, from shape to texture, is generated from scratch via randomized mathematical rules, using no external source and allowing infinite variation and composition. Infinigen offers broad coverage of objects and scenes in the natural world including plants, animals, terrains, and natural phenomena such as fire, cloud, rain, and snow. Infinigen can be used to generate unlimited, diverse training data for a wide range of computer vision tasks including object detection, semantic segmentation, optical flow, and 3D reconstruction. We expect Infinigen to be a useful resource for computer vision research and beyond. Please visit https://infinigen.org for videos, code and pre-generated data.

ROMay 31
GraspGen-X: Cross-Embodiment 6-DOF Diffusion-based Grasping

Beining Han, Yu-Wei Chao, Erwin Coumans et al.

We study cross-embodiment 6-DOF robot grasping. Unlike prior works, we require the model not only to generalize to novel objects / scenes but also to novel gripper morphologies and physical grasping processes. Our method extends diffusion model based generative 6-DOF grasping models to condition on the additional gripper's representation. We propose a swept-volume heuristic for encoding the gripper. We train our cross-embodiment model with procedural grippers and a large-scale dataset of 2 Billion grasps. In simulation experiments, our model has the best zero-shot generalization to novel real-world grippers and objects over baseline methods. Our model also serves as a good initialization for fine-tuning to adapt to novel grippers. In ablations, we demonstrate the efficiency of our sweep-volume gripper representation and our procedural gripper training dataset. Last, we show zero-shot generalization to real-world novel grippers for 6-DOF grasping, surpassing baselines in cross-embodiment generalization.

CVJul 1, 2025Code
Evaluating Robustness of Monocular Depth Estimation with Procedural Scene Perturbations

Jack Nugent, Siyang Wu, Zeyu Ma et al.

Recent years have witnessed substantial progress on monocular depth estimation, particularly as measured by the success of large models on standard benchmarks. However, performance on standard benchmarks does not offer a complete assessment, because most evaluate accuracy but not robustness. In this work, we introduce PDE (Procedural Depth Evaluation), a new benchmark which enables systematic robustness evaluation. PDE uses procedural generation to create 3D scenes that test robustness to various controlled perturbations, including object, camera, material and lighting changes. Our analysis yields interesting findings on what perturbations are challenging for state-of-the-art depth models, which we hope will inform further research. Code and data are available at https://github.com/princeton-vl/proc-depth-eval.

CVJun 17, 2024Code
Infinigen Indoors: Photorealistic Indoor Scenes using Procedural Generation

Alexander Raistrick, Lingjie Mei, Karhan Kayan et al.

We introduce Infinigen Indoors, a Blender-based procedural generator of photorealistic indoor scenes. It builds upon the existing Infinigen system, which focuses on natural scenes, but expands its coverage to indoor scenes by introducing a diverse library of procedural indoor assets, including furniture, architecture elements, appliances, and other day-to-day objects. It also introduces a constraint-based arrangement system, which consists of a domain-specific language for expressing diverse constraints on scene composition, and a solver that generates scene compositions that maximally satisfy the constraints. We provide an export tool that allows the generated 3D objects and scenes to be directly used for training embodied agents in real-time simulators such as Omniverse and Unreal. Infinigen Indoors is open-sourced under the BSD license. Please visit https://infinigen.org for code and videos.

ROMay 21, 2025
AnyBody: A Benchmark Suite for Cross-Embodiment Manipulation

Meenal Parakh, Alexandre Kirchmeyer, Beining Han et al.

Generalizing control policies to novel embodiments remains a fundamental challenge in enabling scalable and transferable learning in robotics. While prior works have explored this in locomotion, a systematic study in the context of manipulation tasks remains limited, partly due to the lack of standardized benchmarks. In this paper, we introduce a benchmark for learning cross-embodiment manipulation, focusing on two foundational tasks-reach and push-across a diverse range of morphologies. The benchmark is designed to test generalization along three axes: interpolation (testing performance within a robot category that shares the same link structure), extrapolation (testing on a robot with a different link structure), and composition (testing on combinations of link structures). On the benchmark, we evaluate the ability of different RL policies to learn from multiple morphologies and to generalize to novel ones. Our study aims to answer whether morphology-aware training can outperform single-embodiment baselines, whether zero-shot generalization to unseen morphologies is feasible, and how consistently these patterns hold across different generalization regimes. The results highlight the current limitations of multi-embodiment learning and provide insights into how architectural and training design choices influence policy generalization.

LGOct 27, 2021
Learning Domain Invariant Representations in Goal-conditioned Block MDPs

Beining Han, Chongyi Zheng, Harris Chan et al.

Deep Reinforcement Learning (RL) is successful in solving many complex Markov Decision Processes (MDPs) problems. However, agents often face unanticipated environmental changes after deployment in the real world. These changes are often spurious and unrelated to the underlying problem, such as background shifts for visual input agents. Unfortunately, deep RL policies are usually sensitive to these changes and fail to act robustly against them. This resembles the problem of domain generalization in supervised learning. In this work, we study this problem for goal-conditioned RL agents. We propose a theoretical framework in the Block MDP setting that characterizes the generalizability of goal-conditioned policies to new environments. Under this framework, we develop a practical method PA-SkewFit that enhances domain generalization. The empirical evaluation shows that our goal-conditioned RL agent can perform well in various unseen test environments, improving by 50% over baselines.

LGSep 29, 2021
On the Estimation Bias in Double Q-Learning

Zhizhou Ren, Guangxiang Zhu, Hao Hu et al.

Double Q-learning is a classical method for reducing overestimation bias, which is caused by taking maximum estimated values in the Bellman operation. Its variants in the deep Q-learning paradigm have shown great promise in producing reliable value prediction and improving learning performance. However, as shown by prior work, double Q-learning is not fully unbiased and suffers from underestimation bias. In this paper, we show that such underestimation bias may lead to multiple non-optimal fixed points under an approximate Bellman operator. To address the concerns of converging to non-optimal stationary solutions, we propose a simple but effective approach as a partial fix for the underestimation bias in double Q-learning. This approach leverages an approximate dynamic programming to bound the target value. We extensively evaluate our proposed method in the Atari benchmark tasks and demonstrate its significant improvement over baseline algorithms.

LGJun 22, 2021
Off-Policy Reinforcement Learning with Delayed Rewards

Beining Han, Zhizhou Ren, Zuofan Wu et al.

We study deep reinforcement learning (RL) algorithms with delayed rewards. In many real-world tasks, instant rewards are often not readily accessible or even defined immediately after the agent performs actions. In this work, we first formally define the environment with delayed rewards and discuss the challenges raised due to the non-Markovian nature of such environments. Then, we introduce a general off-policy RL framework with a new Q-function formulation that can handle the delayed rewards with theoretical convergence guarantees. For practical tasks with high dimensional state spaces, we further introduce the HC-decomposition rule of the Q-function in our framework which naturally leads to an approximation scheme that helps boost the training efficiency and stability. We finally conduct extensive experiments to demonstrate the superior performance of our algorithms over the existing work and their variants.

LGJul 24, 2020
Off-Policy Multi-Agent Decomposed Policy Gradients

Yihan Wang, Beining Han, Tonghan Wang et al.

Multi-agent policy gradient (MAPG) methods recently witness vigorous progress. However, there is a significant performance discrepancy between MAPG methods and state-of-the-art multi-agent value-based approaches. In this paper, we investigate causes that hinder the performance of MAPG algorithms and present a multi-agent decomposed policy gradient method (DOP). This method introduces the idea of value function decomposition into the multi-agent actor-critic framework. Based on this idea, DOP supports efficient off-policy learning and addresses the issue of centralized-decentralized mismatch and credit assignment in both discrete and continuous action spaces. We formally show that DOP critics have sufficient representational capability to guarantee convergence. In addition, empirical evaluations on the StarCraft II micromanagement benchmark and multi-agent particle environments demonstrate that DOP significantly outperforms both state-of-the-art value-based and policy-based multi-agent reinforcement learning algorithms. Demonstrative videos are available at https://sites.google.com/view/dop-mapg/.

LGMay 31, 2020
Towards Understanding Cooperative Multi-Agent Q-Learning with Value Factorization

Jianhao Wang, Zhizhou Ren, Beining Han et al.

Value factorization is a popular and promising approach to scaling up multi-agent reinforcement learning in cooperative settings, which balances the learning scalability and the representational capacity of value functions. However, the theoretical understanding of such methods is limited. In this paper, we formalize a multi-agent fitted Q-iteration framework for analyzing factorized multi-agent Q-learning. Based on this framework, we investigate linear value factorization and reveal that multi-agent Q-learning with this simple decomposition implicitly realizes a powerful counterfactual credit assignment, but may not converge in some settings. Through further analysis, we find that on-policy training or richer joint value function classes can improve its local or global convergence properties, respectively. Finally, to support our theoretical implications in practical realization, we conduct an empirical analysis of state-of-the-art deep multi-agent Q-learning algorithms on didactic examples and a broad set of StarCraft II unit micromanagement tasks.