Bohan Zhou

CV
h-index19
12papers
181citations
Novelty60%
AI Score49

12 Papers

LGJun 22, 2023
Learning from Visual Observation via Offline Pretrained State-to-Go Transformer

Bohan Zhou, Ke Li, Jiechuan Jiang et al.

Learning from visual observation (LfVO), aiming at recovering policies from only visual observation data, is promising yet a challenging problem. Existing LfVO approaches either only adopt inefficient online learning schemes or require additional task-specific information like goal states, making them not suited for open-ended tasks. To address these issues, we propose a two-stage framework for learning from visual observation. In the first stage, we introduce and pretrain State-to-Go (STG) Transformer offline to predict and differentiate latent transitions of demonstrations. Subsequently, in the second stage, the STG Transformer provides intrinsic rewards for downstream reinforcement learning tasks where an agent learns merely from intrinsic rewards. Empirical results on Atari and Minecraft show that our proposed method outperforms baselines and in some tasks even achieves performance comparable to the policy learned from environmental rewards. These results shed light on the potential of utilizing video-only data to solve difficult visual reinforcement learning tasks rather than relying on complete offline datasets containing states, actions, and rewards. The project's website and code can be found at https://sites.google.com/view/stgtransformer.

CVAug 2, 2024
NOLO: Navigate Only Look Once

Bohan Zhou, Zhongbin Zhang, Jiangxing Wang et al.

The in-context learning ability of Transformer models has brought new possibilities to visual navigation. In this paper, we focus on the video navigation setting, where an in-context navigation policy needs to be learned purely from videos in an offline manner, without access to the actual environment. For this setting, we propose Navigate Only Look Once (NOLO), a method for learning a navigation policy that possesses the in-context ability and adapts to new scenes by taking corresponding context videos as input without finetuning or re-training. To enable learning from videos, we first propose a pseudo action labeling procedure using optical flow to recover the action label from egocentric videos. Then, offline reinforcement learning is applied to learn the navigation policy. Through extensive experiments on different scenes both in simulation and the real world, we show that our algorithm outperforms baselines by a large margin, which demonstrates the in-context learning ability of the learned policy. For videos and more information, visit https://sites.google.com/view/nol0.

AIJan 21
DARA: Few-shot Budget Allocation in Online Advertising via In-Context Decision Making with RL-Finetuned LLMs

Mingxuan Song, Yusen Huo, Bohan Zhou et al.

Optimizing the advertiser's cumulative value of winning impressions under budget constraints poses a complex challenge in online advertising, under the paradigm of AI-Generated Bidding (AIGB). Advertisers often have personalized objectives but limited historical interaction data, resulting in few-shot scenarios where traditional reinforcement learning (RL) methods struggle to perform effectively. Large Language Models (LLMs) offer a promising alternative for AIGB by leveraging their in-context learning capabilities to generalize from limited data. However, they lack the numerical precision required for fine-grained optimization. To address this limitation, we introduce GRPO-Adaptive, an efficient LLM post-training strategy that enhances both reasoning and numerical precision by dynamically updating the reference policy during training. Built upon this foundation, we further propose DARA, a novel dual-phase framework that decomposes the decision-making process into two stages: a few-shot reasoner that generates initial plans via in-context prompting, and a fine-grained optimizer that refines these plans using feedback-driven reasoning. This separation allows DARA to combine LLMs' in-context learning strengths with precise adaptability required by AIGB tasks. Extensive experiments on both real-world and synthetic data environments demonstrate that our approach consistently outperforms existing baselines in terms of cumulative advertiser value under budget constraints.

CVMay 8
Cloud-top infrared observations reveal the four-dimensional precipitation structure

Tianchi Xu, Ziqiang Ma, Andrea Marinoni et al.

Accurate four-dimensional (4D) precipitation information is essential for understanding the Earth's energy and water cycles, yet remains observationally unresolved at global scales. Conventional theory holds that geostationary infrared observations primarily sense cloud-top properties, with limited sensitivity to sub-cloud precipitation. Here we show that cloud-top infrared measurements nevertheless encode sufficient information to recover the four-dimensional structure of precipitation, revealing a previously unexploited observability of sub-cloud processes. We introduce a physically constrained deep learning framework, 4DPrecipNet, in which a moisture-first constraint requires the latent representation to recover precipitable water vapour, anchoring the model in thermodynamic consistency. By integrating multi-channel infrared radiances with these constraints and radar-derived precipitation profiles, we reconstruct the vertical and temporal evolution of precipitation systems from geostationary orbit. The framework captures deep convective structures and their evolution, with robust performance across large samples and independent radar comparisons. These results demonstrate that sub-cloud precipitation is physically encoded in cloud-top infrared observations, establishing a new pathway for continuous global monitoring of precipitation structure.

AIMar 5, 2024
Cradle: Empowering Foundation Agents Towards General Computer Control

Weihao Tan, Wentao Zhang, Xinrun Xu et al.

Despite the success in specific scenarios, existing foundation agents still struggle to generalize across various virtual scenarios, mainly due to the dramatically different encapsulations of environments with manually designed observation and action spaces. To handle this issue, we propose the General Computer Control (GCC) setting to restrict foundation agents to interact with software through the most unified and standardized interface, i.e., using screenshots as input and keyboard and mouse actions as output. We introduce Cradle, a modular and flexible LMM-powered framework, as a preliminary attempt towards GCC. Enhanced by six key modules, Cradle can understand input screenshots and output executable code for low-level keyboard and mouse control after high-level planning, so that Cradle can interact with any software and complete long-horizon complex tasks without relying on any built-in APIs. Experimental results show that Cradle exhibits remarkable generalizability and impressive performance across four previously unexplored commercial video games, five software applications, and a comprehensive benchmark, OSWorld. Cradle is the first to enable foundation agents to follow the main storyline and complete 40-minute-long real missions in the complex AAA game Red Dead Redemption 2 (RDR2). Cradle can also create a city of a thousand people in Cities: Skylines, farm and harvest parsnips in Stardew Valley, and trade and bargain with a maximal weekly total profit of 87% in Dealer's Life 2. Cradle can not only operate daily software, like Chrome, Outlook, and Feishu, but also edit images and videos using Meitu and CapCut. Cradle greatly extends the reach of foundation agents by enabling the easy conversion of any software, especially complex games, into benchmarks to evaluate agents' various abilities and facilitate further data collection, thus paving the way for generalist agents.

ROMar 16, 2025
Being-0: A Humanoid Robotic Agent with Vision-Language Models and Modular Skills

Haoqi Yuan, Yu Bai, Yuhui Fu et al.

Building autonomous robotic agents capable of achieving human-level performance in real-world embodied tasks is an ultimate goal in humanoid robot research. Recent advances have made significant progress in high-level cognition with Foundation Models (FMs) and low-level skill development for humanoid robots. However, directly combining these components often results in poor robustness and efficiency due to compounding errors in long-horizon tasks and the varied latency of different modules. We introduce Being-0, a hierarchical agent framework that integrates an FM with a modular skill library. The FM handles high-level cognitive tasks such as instruction understanding, task planning, and reasoning, while the skill library provides stable locomotion and dexterous manipulation for low-level control. To bridge the gap between these levels, we propose a novel Connector module, powered by a lightweight vision-language model (VLM). The Connector enhances the FM's embodied capabilities by translating language-based plans into actionable skill commands and dynamically coordinating locomotion and manipulation to improve task success. With all components, except the FM, deployable on low-cost onboard computation devices, Being-0 achieves efficient, real-time performance on a full-sized humanoid robot equipped with dexterous hands and active vision. Extensive experiments in large indoor environments demonstrate Being-0's effectiveness in solving complex, long-horizon tasks that require challenging navigation and manipulation subtasks. For further details and videos, visit https://beingbeyond.github.io/Being-0.

CVNov 5, 2024
Pre-trained Visual Dynamics Representations for Efficient Policy Learning

Hao Luo, Bohan Zhou, Zongqing Lu

Pre-training for Reinforcement Learning (RL) with purely video data is a valuable yet challenging problem. Although in-the-wild videos are readily available and inhere a vast amount of prior world knowledge, the absence of action annotations and the common domain gap with downstream tasks hinder utilizing videos for RL pre-training. To address the challenge of pre-training with videos, we propose Pre-trained Visual Dynamics Representations (PVDR) to bridge the domain gap between videos and downstream tasks for efficient policy learning. By adopting video prediction as a pre-training task, we use a Transformer-based Conditional Variational Autoencoder (CVAE) to learn visual dynamics representations. The pre-trained visual dynamics representations capture the visual dynamics prior knowledge in the videos. This abstract prior knowledge can be readily adapted to downstream tasks and aligned with executable actions through online adaptation. We conduct experiments on a series of robotics visual control tasks and verify that PVDR is an effective form for pre-training with videos to promote policy learning.

CVMay 22, 2025
MEgoHand: Multimodal Egocentric Hand-Object Interaction Motion Generation

Bohan Zhou, Yi Zhan, Zhongbin Zhang et al.

Egocentric hand-object motion generation is crucial for immersive AR/VR and robotic imitation but remains challenging due to unstable viewpoints, self-occlusions, perspective distortion, and noisy ego-motion. Existing methods rely on predefined 3D object priors, limiting generalization to novel objects, which restricts their generalizability to novel objects. Meanwhile, recent multimodal approaches suffer from ambiguous generation from abstract textual cues, intricate pipelines for modeling 3D hand-object correlation, and compounding errors in open-loop prediction. We propose MEgoHand, a multimodal framework that synthesizes physically plausible hand-object interactions from egocentric RGB, text, and initial hand pose. MEgoHand introduces a bi-level architecture: a high-level "cerebrum" leverages a vision language model (VLM) to infer motion priors from visual-textual context and a monocular depth estimator for object-agnostic spatial reasoning, while a low-level DiT-based flow-matching policy generates fine-grained trajectories with temporal orthogonal filtering to enhance stability. To address dataset inconsistency, we design a dataset curation paradigm with an Inverse MANO Retargeting Network and Virtual RGB-D Renderer, curating a unified dataset of 3.35M RGB-D frames, 24K interactions, and 1.2K objects. Extensive experiments across five in-domain and two cross-domain datasets demonstrate the effectiveness of MEgoHand, achieving substantial reductions in wrist translation error (86.9%) and joint rotation error (34.1%), highlighting its capacity to accurately model fine-grained hand joint structures and generalize robustly across diverse scenarios.

OCMay 19, 2025
Sobolev Gradient Ascent for Optimal Transport: Barycenter Optimization and Convergence Analysis

Kaheon Kim, Bohan Zhou, Changbo Zhu et al.

This paper introduces a new constraint-free concave dual formulation for the Wasserstein barycenter. Tailoring the vanilla dual gradient ascent algorithm to the Sobolev geometry, we derive a scalable Sobolev gradient ascent (SGA) algorithm to compute the barycenter for input distributions supported on a regular grid. Despite the algorithmic simplicity, we provide a global convergence analysis that achieves the same rate as the classical subgradient descent methods for minimizing nonsmooth convex functions in the Euclidean space. A central feature of our SGA algorithm is that the computationally expensive $c$-concavity projection operator enforced on the Kantorovich dual potentials is unnecessary to guarantee convergence, leading to significant algorithmic and theoretical simplifications over all existing primal and dual methods for computing the exact barycenter. Our numerical experiments demonstrate the superior empirical performance of SGA over the existing optimal transport barycenter solvers.

OCMay 19, 2025
Accelerated Markov Chain Monte Carlo Algorithms on Discrete States

Bohan Zhou, Shu Liu, Xinzhe Zuo et al.

We propose a class of discrete state sampling algorithms based on Nesterov's accelerated gradient method, which extends the classical Metropolis-Hastings (MH) algorithm. The evolution of the discrete states probability distribution governed by MH can be interpreted as a gradient descent direction of the Kullback--Leibler (KL) divergence, via a mobility function and a score function. Specifically, this gradient is defined on a probability simplex equipped with a discrete Wasserstein-2 metric with a mobility function. This motivates us to study a momentum-based acceleration framework using damped Hamiltonian flows on the simplex set, whose stationary distribution matches the discrete target distribution. Furthermore, we design an interacting particle system to approximate the proposed accelerated sampling dynamics. The extension of the algorithm with a general choice of potentials and mobilities is also discussed. In particular, we choose the accelerated gradient flow of the relative Fisher information, demonstrating the advantages of the algorithm in estimating discrete score functions without requiring the normalizing constant and keeping positive probabilities. Numerical examples, including sampling on a Gaussian mixture supported on lattices or a distribution on a hypercube, demonstrate the effectiveness of the proposed discrete-state sampling algorithm.

CVMar 14, 2024
UniCode: Learning a Unified Codebook for Multimodal Large Language Models

Sipeng Zheng, Bohan Zhou, Yicheng Feng et al.

In this paper, we propose \textbf{UniCode}, a novel approach within the domain of multimodal large language models (MLLMs) that learns a unified codebook to efficiently tokenize visual, text, and potentially other types of signals. This innovation addresses a critical limitation in existing MLLMs: their reliance on a text-only codebook, which restricts MLLM's ability to generate images and texts in a multimodal context. Towards this end, we propose a language-driven iterative training paradigm, coupled with an in-context pre-training task we term ``image decompression'', enabling our model to interpret compressed visual data and generate high-quality images.The unified codebook empowers our model to extend visual instruction tuning to non-linguistic generation tasks. Moreover, UniCode is adaptable to diverse stacked quantization approaches in order to compress visual signals into a more compact token representation. Despite using significantly fewer parameters and less data during training, Unicode demonstrates promising capabilities in visual reconstruction and generation. It also achieves performances comparable to leading MLLMs across a spectrum of VQA benchmarks.

NEAug 5, 2021
Distilling Neuron Spike with High Temperature in Reinforcement Learning Agents

Ling Zhang, Jian Cao, Yuan Zhang et al.

Spiking neural network (SNN), compared with depth neural network (DNN), has faster processing speed, lower energy consumption and more biological interpretability, which is expected to approach Strong AI. Reinforcement learning is similar to learning in biology. It is of great significance to study the combination of SNN and RL. We propose the reinforcement learning method of spike distillation network (SDN) with STBP. This method uses distillation to effectively avoid the weakness of STBP, which can achieve SOTA performance in classification, and can obtain a smaller, faster convergence and lower power consumption SNN reinforcement learning model. Experiments show that our method can converge faster than traditional SNN reinforcement learning and DNN reinforcement learning methods, about 1000 epochs faster, and obtain SNN 200 times smaller than DNN. We also deploy SDN to the PKU nc64c chip, which proves that SDN has lower power consumption than DNN, and the power consumption of SDN is more than 600 times lower than DNN on large-scale devices. SDN provides a new way of SNN reinforcement learning, and can achieve SOTA performance, which proves the possibility of further development of SNN reinforcement learning.