Zhenliang Zhang

HC
h-index21
13papers
423citations
Novelty43%
AI Score37

13 Papers

18.0LGOct 16, 2023Code
Bongard-OpenWorld: Few-Shot Reasoning for Free-form Visual Concepts in the Real World

Rujie Wu, Xiaojian Ma, Zhenliang Zhang et al.

We introduce Bongard-OpenWorld, a new benchmark for evaluating real-world few-shot reasoning for machine vision. It originates from the classical Bongard Problems (BPs): Given two sets of images (positive and negative), the model needs to identify the set that query images belong to by inducing the visual concepts, which is exclusively depicted by images from the positive set. Our benchmark inherits the few-shot concept induction of the original BPs while adding the two novel layers of challenge: 1) open-world free-form concepts, as the visual concepts in Bongard-OpenWorld are unique compositions of terms from an open vocabulary, ranging from object categories to abstract visual attributes and commonsense factual knowledge; 2) real-world images, as opposed to the synthetic diagrams used by many counterparts. In our exploration, Bongard-OpenWorld already imposes a significant challenge to current few-shot reasoning algorithms. We further investigate to which extent the recently introduced Large Language Models (LLMs) and Vision-Language Models (VLMs) can solve our task, by directly probing VLMs, and combining VLMs and LLMs in an interactive reasoning scheme. We even conceived a neuro-symbolic reasoning approach that reconciles LLMs & VLMs with logical reasoning to emulate the human problem-solving process for Bongard Problems. However, none of these approaches manage to close the human-machine gap, as the best learner achieves 64% accuracy while human participants easily reach 91%. We hope Bongard-OpenWorld can help us better understand the limitations of current visual intelligence and facilitate future research on visual agents with stronger few-shot visual reasoning capabilities.

8.2CLNov 29, 2024Code
On Domain-Adaptive Post-Training for Multimodal Large Language Models

Daixuan Cheng, Shaohan Huang, Ziyu Zhu et al.

Adapting general multimodal large language models (MLLMs) to specific domains, such as scientific and industrial fields, is highly significant in promoting their practical applications. This paper systematically investigates domain adaptation of MLLMs via post-training, focusing on data synthesis, training pipeline, and task evaluation. (1) Data Synthesis: Using only open-source models, we develop a generate-then-filter pipeline that curates diverse visual instruction tasks based on domain-specific image-caption pairs. The resulting data surpass the data synthesized by manual rules or strong closed-source models in enhancing domain-specific performance. (2) Training Pipeline: Unlike general MLLMs that typically adopt a two-stage training paradigm, we find that a single-stage approach is more effective for domain adaptation. (3) Task Evaluation: We conduct extensive experiments in high-impact domains such as biomedicine, food, and remote sensing, by post-training a variety of MLLMs and then evaluating MLLM performance on various domain-specific tasks. Finally, we fully open-source our models, code, and data to encourage future research in this area.

47.3CLJun 17, 2025
Reasoning with Exploration: An Entropy Perspective

Daixuan Cheng, Shaohan Huang, Xuekai Zhu et al.

Balancing exploration and exploitation is a central goal in reinforcement learning (RL). Despite recent advances in enhancing large language model (LLM) reasoning, most methods lean toward exploitation, and increasingly encounter performance plateaus. In this work, we revisit entropy -- a signal of exploration in RL -- and examine its relationship to exploratory reasoning in LLMs. Through empirical analysis, we uncover positive correlations between high-entropy regions and three types of exploratory reasoning actions: (1) pivotal tokens that determine or connect logical steps, (2) reflective actions such as self-verification and correction, and (3) rare behaviors under-explored by the base LLMs. Motivated by this, we introduce a minimal modification to standard RL with only one line of code: augmenting the advantage function with an entropy-based term. Unlike traditional maximum-entropy methods which encourage exploration by promoting uncertainty, we encourage exploration by promoting longer and deeper reasoning chains. Notably, our method achieves significant gains on the Pass@K metric -- an upper-bound estimator of LLM reasoning capabilities -- even when evaluated with extremely large K values, pushing the boundaries of LLM reasoning.

2.0CVAug 24, 2024
HabitAction: A Video Dataset for Human Habitual Behavior Recognition

Hongwu Li, Zhenliang Zhang, Wei Wang

Human Action Recognition (HAR) is a very crucial task in computer vision. It helps to carry out a series of downstream tasks, like understanding human behaviors. Due to the complexity of human behaviors, many highly valuable behaviors are not yet encompassed within the available datasets for HAR, e.g., human habitual behaviors (HHBs). HHBs hold significant importance for analyzing a person's personality, habits, and psychological changes. To solve these problems, in this work, we build a novel video dataset to demonstrate various HHBs. These behaviors in the proposed dataset are able to reflect internal mental states and specific emotions of the characters, e.g., crossing arms suggests to shield oneself from perceived threats. The dataset contains 30 categories of habitual behaviors including more than 300,000 frames and 6,899 action instances. Since these behaviors usually appear at small local parts of human action videos, it is difficult for existing action recognition methods to handle these local features. Therefore, we also propose a two-stream model using both human skeletons and RGB appearances. Experimental results demonstrate that our proposed method has much better performance in action recognition than the existing methods on the proposed dataset.

3.2ROMar 25, 2025
Body Discovery of Embodied AI

Zhe Sun, Pengfei Tian, Xiaozhu Hu et al.

In the pursuit of realizing artificial general intelligence (AGI), the importance of embodied artificial intelligence (AI) becomes increasingly apparent. Following this trend, research integrating robots with AGI has become prominent. As various kinds of embodiments have been designed, adaptability to diverse embodiments will become important to AGI. We introduce a new challenge, termed "Body Discovery of Embodied AI", focusing on tasks of recognizing embodiments and summarizing neural signal functionality. The challenge encompasses the precise definition of an AI body and the intricate task of identifying embodiments in dynamic environments, where conventional approaches often prove inadequate. To address these challenges, we apply causal inference method and evaluate it by developing a simulator tailored for testing algorithms with virtual environments. Finally, we validate the efficacy of our algorithms through empirical testing, demonstrating their robust performance in various scenarios based on virtual environments.

13.9HCJan 26, 2024
On the Emergence of Symmetrical Reality

Zhenliang Zhang, Zeyu Zhang, Ziyuan Jiao et al.

Artificial intelligence (AI) has revolutionized human cognitive abilities and facilitated the development of new AI entities capable of interacting with humans in both physical and virtual environments. Despite the existence of virtual reality, mixed reality, and augmented reality for several years, integrating these technical fields remains a formidable challenge due to their disparate application directions. The advent of AI agents, capable of autonomous perception and action, further compounds this issue by exposing the limitations of traditional human-centered research approaches. It is imperative to establish a comprehensive framework that accommodates the dual perceptual centers of humans and AI agents in both physical and virtual worlds. In this paper, we introduce the symmetrical reality framework, which offers a unified representation encompassing various forms of physical-virtual amalgamations. This framework enables researchers to better comprehend how AI agents can collaborate with humans and how distinct technical pathways of physical-virtual integration can be consolidated from a broader perspective. We then delve into the coexistence of humans and AI, demonstrating a prototype system that exemplifies the operation of symmetrical reality systems for specific tasks, such as pouring water. Subsequently, we propose an instance of an AI-driven active assistance service that illustrates the potential applications of symmetrical reality. This paper aims to offer beneficial perspectives and guidance for researchers and practitioners in different fields, thus contributing to the ongoing research about human-AI coexistence in both physical and virtual environments.

1.9ROJan 14, 2023
A Reconfigurable Data Glove for Reconstructing Physical and Virtual Grasps

Hangxin Liu, Zeyu Zhang, Ziyuan Jiao et al.

In this work, we present a reconfigurable data glove design to capture different modes of human hand-object interactions, which are critical in training embodied artificial intelligence (AI) agents for fine manipulation tasks. To achieve various downstream tasks with distinct features, our reconfigurable data glove operates in three modes sharing a unified backbone design that reconstructs hand gestures in real time. In the tactile-sensing mode, the glove system aggregates manipulation force via customized force sensors made from a soft and thin piezoresistive material; this design minimizes interference during complex hand movements. The virtual reality (VR) mode enables real-time interaction in a physically plausible fashion: A caging-based approach is devised to determine stable grasps by detecting collision events. Leveraging a state-of-the-art finite element method (FEM), the simulation mode collects data on fine-grained 4D manipulation events comprising hand and object motions in 3D space and how the object's physical properties (e.g., stress and energy) change in accordance with manipulation over time. Notably, the glove system presented here is the first to use high-fidelity simulation to investigate the unobservable physical and causal factors behind manipulation actions. In a series of experiments, we characterize our data glove in terms of individual sensors and the overall system. More specifically, we evaluate the system's three modes by (i) recording hand gestures and associated forces, (ii) improving manipulation fluency in VR, and (iii) producing realistic simulation effects of various tool uses, respectively. Based on these three modes, our reconfigurable data glove collects and reconstructs fine-grained human grasp data in both physical and virtual environments, thereby opening up new avenues for the learning of manipulation skills for embodied AI agents.

11.9OCOct 6, 2020Code
A One-bit, Comparison-Based Gradient Estimator

HanQin Cai, Daniel Mckenzie, Wotao Yin et al.

We study zeroth-order optimization for convex functions where we further assume that function evaluations are unavailable. Instead, one only has access to a $\textit{comparison oracle}$, which given two points $x$ and $y$ returns a single bit of information indicating which point has larger function value, $f(x)$ or $f(y)$. By treating the gradient as an unknown signal to be recovered, we show how one can use tools from one-bit compressed sensing to construct a robust and reliable estimator of the normalized gradient. We then propose an algorithm, coined SCOBO, that uses this estimator within a gradient descent scheme. We show that when $f(x)$ has some low dimensional structure that can be exploited, SCOBO outperforms the state-of-the-art in terms of query complexity. Our theoretical claims are verified by extensive numerical experiments.

19.0HCApr 2, 2019
VRGym: A Virtual Testbed for Physical and Interactive AI

Xu Xie, Hangxin Liu, Zhenliang Zhang et al.

We propose VRGym, a virtual reality testbed for realistic human-robot interaction. Different from existing toolkits and virtual reality environments, the VRGym emphasizes on building and training both physical and interactive agents for robotics, machine learning, and cognitive science. VRGym leverages mechanisms that can generate diverse 3D scenes with high realism through physics-based simulation. We demonstrate that VRGym is able to (i) collect human interactions and fine manipulations, (ii) accommodate various robots with a ROS bridge, (iii) support experiments for human-robot interaction, and (iv) provide toolkits for training the state-of-the-art machine learning algorithms. We hope VRGym can help to advance general-purpose robotics and machine learning agents, as well as assisting human studies in the field of cognitive science.

9.3HCMar 7, 2019
Symmetrical Reality: Toward a Unified Framework for Physical and Virtual Reality

Zhenliang Zhang, Cong Wang, Dongdong Weng et al.

In this paper, we review the background of physical reality, virtual reality, and some traditional mixed forms of them. Based on the current knowledge, we propose a new unified concept called symmetrical reality to describe the physical and virtual world in a unified perspective. Under the framework of symmetrical reality, the traditional virtual reality, augmented reality, inverse virtual reality, and inverse augmented reality can be interpreted using a unified presentation. We analyze the characteristics of symmetrical reality from two different observation locations (i.e., from the physical world and from the virtual world), where all other forms of physical and virtual reality can be treated as special cases of symmetrical reality.

9.0HCAug 10, 2018
Inverse Augmented Reality: A Virtual Agent's Perspective

Zhenliang Zhang, Dongdong Weng, Haiyan Jiang et al.

We propose a framework called inverse augmented reality (IAR) which describes the scenario that a virtual agent living in the virtual world can observe both virtual objects and real objects. This is different from the traditional augmented reality. The traditional virtual reality, mixed reality and augmented reality are all generated for humans, i.e., they are human-centered frameworks. On the contrary, the proposed inverse augmented reality is a virtual agent-centered framework, which represents and analyzes the reality from a virtual agent's perspective. In this paper, we elaborate the framework of inverse augmented reality to argue the equivalence of the virtual world and the physical world regarding the whole physical structure.

2.3SINov 30, 2016
Influential Node Detection in Implicit Social Networks using Multi-task Gaussian Copula Models

Qunwei Li, Bhavya Kailkhura, Jayaraman J. Thiagarajan et al.

Influential node detection is a central research topic in social network analysis. Many existing methods rely on the assumption that the network structure is completely known \textit{a priori}. However, in many applications, network structure is unavailable to explain the underlying information diffusion phenomenon. To address the challenge of information diffusion analysis with incomplete knowledge of network structure, we develop a multi-task low rank linear influence model. By exploiting the relationships between contagions, our approach can simultaneously predict the volume (i.e. time series prediction) for each contagion (or topic) and automatically identify the most influential nodes for each contagion. The proposed model is validated using synthetic data and an ISIS twitter dataset. In addition to improving the volume prediction performance significantly, we show that the proposed approach can reliably infer the most influential users for specific contagions.

1.2SIMay 30, 2012
Learning in Hierarchical Social Networks

Zhenliang Zhang, Edwin K. P. Chong, Ali Pezeshki et al.

We study a social network consisting of agents organized as a hierarchical M-ary rooted tree, common in enterprise and military organizational structures. The goal is to aggregate information to solve a binary hypothesis testing problem. Each agent at a leaf of the tree, and only such an agent, makes a direct measurement of the underlying true hypothesis. The leaf agent then makes a decision and sends it to its supervising agent, at the next level of the tree. Each supervising agent aggregates the decisions from the M members of its group, produces a summary message, and sends it to its supervisor at the next level, and so on. Ultimately, the agent at the root of the tree makes an overall decision. We derive upper and lower bounds for the Type I and II error probabilities associated with this decision with respect to the number of leaf agents, which in turn characterize the converge rates of the Type I, Type II, and total error probabilities. We also provide a message-passing scheme involving non-binary message alphabets and characterize the exponent of the error probability with respect to the message alphabet size.