Fangwei Zhong

CV
h-index60
35papers
990citations
Novelty55%
AI Score60

35 Papers

CVJun 1Code
RescueBench: Can Embodied Agents Save Lives in the Wild ?

Kui Wu, Beiyu Guo, Hao Chen et al.

Search-and-rescue (SAR) requires embodied agents to explore unfamiliar environments under multimodal uncertainty, perform multi-stage interactions, and retrieve spatial memory over long horizons. Existing benchmarks typically evaluate these capabilities in isolation, leaving unclear how failures compound when they must be composed in realistic workflows. We introduce RescueBench, a photo-realistic diagnostic benchmark that instantiates SAR as a four-stage pipeline: multimodal exploration, target rescue, memory-guided return, and final handoff. By combining sequential task composition with stage-level evaluation, RescueBench enables analysis of how exploration and memory failures propagate through embodied rescue workflows. It contains five progressive difficulty levels that vary in environmental complexity, clue ambiguity, and spatial hierarchy, along with an automatic episode generation and annotation pipeline for scalable evaluation and training. We evaluate seven baselines, an oracle reference, and human players, showing that no baselines complete the full task at the greatest difficulty. Stage-level diagnosis identifies autonomous exploration as the dominant failure mode and spatial memory as a second, independent bottleneck, suggesting that these limitations are not resolved by current topological visual-language navigation or map-based methods. Code is available in https://github.com/wukui-muc/RescueBench

ROMar 4, 2022
GraspARL: Dynamic Grasping via Adversarial Reinforcement Learning

Tianhao Wu, Fangwei Zhong, Yiran Geng et al. · pku

Grasping moving objects, such as goods on a belt or living animals, is an important but challenging task in robotics. Conventional approaches rely on a set of manually defined object motion patterns for training, resulting in poor generalization to unseen object trajectories. In this work, we introduce an adversarial reinforcement learning framework for dynamic grasping, namely GraspARL. To be specific. we formulate the dynamic grasping problem as a 'move-and-grasp' game, where the robot is to pick up the object on the mover and the adversarial mover is to find a path to escape it. Hence, the two agents play a min-max game and are trained by reinforcement learning. In this way, the mover can auto-generate diverse moving trajectories while training. And the robot trained with the adversarial trajectories can generalize to various motion patterns. Empirical results on the simulator and real-world scenario demonstrate the effectiveness of each and good generalization of our method.

ROApr 7, 2023
RSPT: Reconstruct Surroundings and Predict Trajectories for Generalizable Active Object Tracking

Fangwei Zhong, Xiao Bi, Yudi Zhang et al.

Active Object Tracking (AOT) aims to maintain a specific relation between the tracker and object(s) by autonomously controlling the motion system of a tracker given observations. AOT has wide-ranging applications, such as in mobile robots and autonomous driving. However, building a generalizable active tracker that works robustly across different scenarios remains a challenge, especially in unstructured environments with cluttered obstacles and diverse layouts. We argue that constructing a state representation capable of modeling the geometry structure of the surroundings and the dynamics of the target is crucial for achieving this goal. To address this challenge, we present RSPT, a framework that forms a structure-aware motion representation by Reconstructing the Surroundings and Predicting the target Trajectory. Additionally, we enhance the generalization of the policy network by training in an asymmetric dueling mechanism. We evaluate RSPT on various simulated scenarios and show that it outperforms existing methods in unseen environments, particularly those with complex obstacles and layouts. We also demonstrate the successful transfer of RSPT to real-world settings. Project Website: https://sites.google.com/view/aot-rspt.

CVDec 16, 2022
GFPose: Learning 3D Human Pose Prior with Gradient Fields

Hai Ci, Mingdong Wu, Wentao Zhu et al.

Learning 3D human pose prior is essential to human-centered AI. Here, we present GFPose, a versatile framework to model plausible 3D human poses for various applications. At the core of GFPose is a time-dependent score network, which estimates the gradient on each body joint and progressively denoises the perturbed 3D human pose to match a given task specification. During the denoising process, GFPose implicitly incorporates pose priors in gradients and unifies various discriminative and generative tasks in an elegant framework. Despite the simplicity, GFPose demonstrates great potential in several downstream tasks. Our experiments empirically show that 1) as a multi-hypothesis pose estimator, GFPose outperforms existing SOTAs by 20% on Human3.6M dataset. 2) as a single-hypothesis pose estimator, GFPose achieves comparable results to deterministic SOTAs, even with a vanilla backbone. 3) GFPose is able to produce diverse and realistic samples in pose denoising, completion and generation tasks. Project page https://sites.google.com/view/gfpose/

AIDec 3, 2025
Evaluating Generalization Capabilities of LLM-Based Agents in Mixed-Motive Scenarios Using Concordia

Chandler Smith, Marwa Abdulhai, Manfred Diaz et al.

Large Language Model (LLM) agents have demonstrated impressive capabilities for social interaction and are increasingly being deployed in situations where they might engage with both human and artificial agents. These interactions represent a critical frontier for LLM-based agents, yet existing evaluation methods fail to measure how well these capabilities generalize to novel social situations. In this paper, we introduce a method for evaluating the ability of LLM-based agents to cooperate in zero-shot, mixed-motive environments using Concordia, a natural language multi-agent simulation environment. Our method measures general cooperative intelligence by testing an agent's ability to identify and exploit opportunities for mutual gain across diverse partners and contexts. We present empirical results from the NeurIPS 2024 Concordia Contest, where agents were evaluated on their ability to achieve mutual gains across a suite of diverse scenarios ranging from negotiation to collective action problems. Our findings reveal significant gaps between current agent capabilities and the robust generalization required for reliable cooperation, particularly in scenarios demanding persuasion and norm enforcement.

LGSep 2, 2022
TarGF: Learning Target Gradient Field to Rearrange Objects without Explicit Goal Specification

Mingdong Wu, Fangwei Zhong, Yulong Xia et al.

Object Rearrangement is to move objects from an initial state to a goal state. Here, we focus on a more practical setting in object rearrangement, i.e., rearranging objects from shuffled layouts to a normative target distribution without explicit goal specification. However, it remains challenging for AI agents, as it is hard to describe the target distribution (goal specification) for reward engineering or collect expert trajectories as demonstrations. Hence, it is infeasible to directly employ reinforcement learning or imitation learning algorithms to address the task. This paper aims to search for a policy only with a set of examples from a target distribution instead of a handcrafted reward function. We employ the score-matching objective to train a Target Gradient Field (TarGF), indicating a direction on each object to increase the likelihood of the target distribution. For object rearrangement, the TarGF can be used in two ways: 1) For model-based planning, we can cast the target gradient into a reference control and output actions with a distributed path planner; 2) For model-free reinforcement learning, the TarGF is not only used for estimating the likelihood-change as a reward but also provides suggested actions in residual policy learning. Experimental results in ball and room rearrangement demonstrate that our method significantly outperforms the state-of-the-art methods in the quality of the terminal state, the efficiency of the control process, and scalability.

AIJul 9, 2024
Richelieu: Self-Evolving LLM-Based Agents for AI Diplomacy

Zhenyu Guan, Xiangyu Kong, Fangwei Zhong et al.

Diplomacy is one of the most sophisticated activities in human society, involving complex interactions among multiple parties that require skills in social reasoning, negotiation, and long-term strategic planning. Previous AI agents have demonstrated their ability to handle multi-step games and large action spaces in multi-agent tasks. However, diplomacy involves a staggering magnitude of decision spaces, especially considering the negotiation stage required. While recent agents based on large language models (LLMs) have shown potential in various applications, they still struggle with extended planning periods in complex multi-agent settings. Leveraging recent technologies for LLM-based agents, we aim to explore AI's potential to create a human-like agent capable of executing comprehensive multi-agent missions by integrating three fundamental capabilities: 1) strategic planning with memory and reflection; 2) goal-oriented negotiation with social reasoning; and 3) augmenting memory through self-play games for self-evolution without human in the loop.

CVMar 7, 2023
Proactive Multi-Camera Collaboration For 3D Human Pose Estimation

Hai Ci, Mickel Liu, Xuehai Pan et al.

This paper presents a multi-agent reinforcement learning (MARL) scheme for proactive Multi-Camera Collaboration in 3D Human Pose Estimation in dynamic human crowds. Traditional fixed-viewpoint multi-camera solutions for human motion capture (MoCap) are limited in capture space and susceptible to dynamic occlusions. Active camera approaches proactively control camera poses to find optimal viewpoints for 3D reconstruction. However, current methods still face challenges with credit assignment and environment dynamics. To address these issues, our proposed method introduces a novel Collaborative Triangulation Contribution Reward (CTCR) that improves convergence and alleviates multi-agent credit assignment issues resulting from using 3D reconstruction accuracy as the shared reward. Additionally, we jointly train our model with multiple world dynamics learning tasks to better capture environment dynamics and encourage anticipatory behaviors for occlusion avoidance. We evaluate our proposed method in four photo-realistic UE4 environments to ensure validity and generalizability. Empirical results show that our method outperforms fixed and active baselines in various scenarios with different numbers of cameras and humans.

MAApr 27
Why Are We Moral? An LLM-based Agent Simulation Approach to Study Moral Evolution

Zhou Ziheng, Huacong Tang, Mingjie Bi et al.

The evolution of morality presents a puzzle: natural selection should favor self-interest, yet humans developed moral systems promoting altruism. Traditional approaches must abstract away cognitive processes, leaving open how cognitive factors shape moral evolution. We introduce an LLM-based agent simulation framework that brings cognitive realism to this question: agents with varying moral dispositions perceive, remember, reason, and decide in a simulated prehistoric hunter-gatherer society. This enables us to manipulate factors that traditional models cannot represent -- such as moral type observability and communication bandwidth -- and to discover emergent cognitive mechanisms from agent interactions. Across 20 runs spanning four settings, we find that cooperation and mutual help are the central driver of evolutionary survival, with universal and reciprocal morality exhibiting the most stable outcomes across conditions while selfishness is strongly disfavoured. Beyond cooperation itself, we further identify cognition as a central mediator -- most clearly through a cost of moral judgment that shifts the winning moral type across settings, with a self-purging effect among selfish agents as an additional cognitive pattern. We validate robustness across multiple LLM backbones, architecture ablations, and prompt sensitivity analyses. This work establishes LLM-based simulation as a powerful new paradigm to complement traditional research in evolutionary biology and anthropology, opening new avenues for investigating the complexities of moral and social evolution.

ROApr 22
AdaTracker: Learning Adaptive In-Context Policy for Cross-Embodiment Active Visual Tracking

Kui Wu, Hao Chen, Jinzhu Han et al.

Realizing active visual tracking with a single unified model across diverse robots is challenging, as the physical constraints and motion dynamics vary drastically from one platform to another. Existing approaches typically train separate models for each embodiment, leading to poor scalability and limited generalization. To address this, we propose AdaTracker, an adaptive in-context policy learning framework that robustly tracks targets on diverse robot morphologies. Our key insight is to explicitly model embodiment-specific constraints through an Embodiment Context Encoder, which infers embodiment-specific constraints from history. This contextual representation dynamically modulates a Context-Aware Policy, enabling it to infer optimal control actions for unseen embodiments in a zero-shot manner. To enhance robustness, we introduce two auxiliary objectives to ensure accurate context identification and temporal consistency. Experiments in both simulation and the real world demonstrate that AdaTracker significantly outperforms state-of-the-art methods in cross-embodiment generalization, sample efficiency, and zero-shot adaptation.

CVDec 3, 2018Code
CRAVES: Controlling Robotic Arm with a Vision-based Economic System

Yiming Zuo, Weichao Qiu, Lingxi Xie et al.

Training a robotic arm to accomplish real-world tasks has been attracting increasing attention in both academia and industry. This work discusses the role of computer vision algorithms in this field. We focus on low-cost arms on which no sensors are equipped and thus all decisions are made upon visual recognition, e.g., real-time 3D pose estimation. This requires annotating a lot of training data, which is not only time-consuming but also laborious. In this paper, we present an alternative solution, which uses a 3D model to create a large number of synthetic data, trains a vision model in this virtual domain, and applies it to real-world images after domain adaptation. To this end, we design a semi-supervised approach, which fully leverages the geometric constraints among keypoints. We apply an iterative algorithm for optimization. Without any annotations on real images, our algorithm generalizes well and produces satisfying results on 3D pose estimation, which is evaluated on two real-world datasets. We also construct a vision-based control system for task accomplishment, for which we train a reinforcement learning agent in a virtual environment and apply it to the real-world. Moreover, our approach, with merely a 3D model being required, has the potential to generalize to other types of multi-rigid-body dynamic systems. Website: https://qiuwch.github.io/craves.ai. Code: https://github.com/zuoym15/craves.ai

MAMar 14
Beyond Self-Interest: Modeling Social-Oriented Motivation for Human-like Multi-Agent Interactions

Jingzhe Lin, Ceyao Zhang, Yaodong Yang et al.

Large Language Models (LLMs) demonstrate significant potential for generating complex behaviors, yet most approaches lack mechanisms for modeling social motivation in human-like multi-agent interaction. We introduce Autonomous Social Value-Oriented agents (ASVO), where LLM-based agents integrate desire-driven autonomy with Social Value Orientation (SVO) theory. At each step, agents first update their beliefs by perceiving environmental changes and others' actions. These observations inform the value update process, where each agent updates multi-dimensional desire values through reflective reasoning and infers others' motivational states. By contrasting self-satisfaction derived from fulfilled desires against estimated others' satisfaction, agents dynamically compute their SVO along a spectrum from altruistic to competitive, which in turn guides activity selection to balance desire fulfillment with social alignment. Experiments across School, Workplace, and Family contexts demonstrate substantial improvements over baselines in behavioral naturalness and human-likeness. These findings show that structured desire systems and adaptive SVO drift enable realistic multi-agent social simulations.

MAMar 14
How do Role Models Shape Collective Morality? Exemplar-Driven Moral Learning in Multi-Agent Simulation

Junjie Liao, Huacong Tang, Zhou Ziheng et al.

Do We Need Role Models? How do Role Models Shape Collective Morality? To explore the questions, we build a multi-agent simulation powered by a Large Language Model, where agents with diverse intrinsic drives, ranging from cooperative to competitive, interact and adapt through a four-stage cognitive loop (plan-act-observe-reflect). We design four experimental games (Alignment, Collapse, Conflict, and Construction) and conduct motivational ablation studies to identify the key drivers of imitation. The results indicate that identity-driven conformity can powerfully override initial dispositions. Agents consistently adapt their values to align with a perceived successful exemplar, leading to rapid value convergence.

ROMay 29, 2025
TrackVLA: Embodied Visual Tracking in the Wild

Shaoan Wang, Jiazhao Zhang, Minghan Li et al.

Embodied visual tracking is a fundamental skill in Embodied AI, enabling an agent to follow a specific target in dynamic environments using only egocentric vision. This task is inherently challenging as it requires both accurate target recognition and effective trajectory planning under conditions of severe occlusion and high scene dynamics. Existing approaches typically address this challenge through a modular separation of recognition and planning. In this work, we propose TrackVLA, a Vision-Language-Action (VLA) model that learns the synergy between object recognition and trajectory planning. Leveraging a shared LLM backbone, we employ a language modeling head for recognition and an anchor-based diffusion model for trajectory planning. To train TrackVLA, we construct an Embodied Visual Tracking Benchmark (EVT-Bench) and collect diverse difficulty levels of recognition samples, resulting in a dataset of 1.7 million samples. Through extensive experiments in both synthetic and real-world environments, TrackVLA demonstrates SOTA performance and strong generalizability. It significantly outperforms existing methods on public benchmarks in a zero-shot manner while remaining robust to high dynamics and occlusion in real-world scenarios at 10 FPS inference speed. Our project page is: https://pku-epic.github.io/TrackVLA-web.

AIDec 9, 2024
Simulating Human-like Daily Activities with Desire-driven Autonomy

Yiding Wang, Yuxuan Chen, Fangwei Zhong et al. · pku

Desires motivate humans to interact autonomously with the complex world. In contrast, current AI agents require explicit task specifications, such as instructions or reward functions, which constrain their autonomy and behavioral diversity. In this paper, we introduce a Desire-driven Autonomous Agent (D2A) that can enable a large language model (LLM) to autonomously propose and select tasks, motivated by satisfying its multi-dimensional desires. Specifically, the motivational framework of D2A is mainly constructed by a dynamic Value System, inspired by the Theory of Needs. It incorporates an understanding of human-like desires, such as the need for social interaction, personal fulfillment, and self-care. At each step, the agent evaluates the value of its current state, proposes a set of candidate activities, and selects the one that best aligns with its intrinsic motivations. We conduct experiments on Concordia, a text-based simulator, to demonstrate that our agent generates coherent, contextually relevant daily activities while exhibiting variability and adaptability similar to human behavior. A comparative analysis with other LLM-based agents demonstrates that our approach significantly enhances the rationality of the simulated activities.

CVApr 15, 2024
Empowering Embodied Visual Tracking with Visual Foundation Models and Offline RL

Fangwei Zhong, Kui Wu, Hai Ci et al.

Embodied visual tracking is to follow a target object in dynamic 3D environments using an agent's egocentric vision. This is a vital and challenging skill for embodied agents. However, existing methods suffer from inefficient training and poor generalization. In this paper, we propose a novel framework that combines visual foundation models(VFM) and offline reinforcement learning(offline RL) to empower embodied visual tracking. We use a pre-trained VFM, such as "Tracking Anything", to extract semantic segmentation masks with text prompts. We then train a recurrent policy network with offline RL, e.g., Conservative Q-Learning, to learn from the collected demonstrations without online interactions. To further improve the robustness and generalization of the policy network, we also introduce a mask re-targeting mechanism and a multi-level data collection strategy. In this way, we can train a robust policy within an hour on a consumer-level GPU, e.g., Nvidia RTX 3090. We evaluate our agent on several high-fidelity environments with challenging situations, such as distraction and occlusion. The results show that our agent outperforms state-of-the-art methods in terms of sample efficiency, robustness to distractors, and generalization to unseen scenarios and targets. We also demonstrate the transferability of the learned agent from virtual environments to a real-world robot.

AIDec 30, 2024
UnrealZoo: Enriching Photo-realistic Virtual Worlds for Embodied AI

Fangwei Zhong, Kui Wu, Churan Wang et al.

We introduce UnrealZoo, a collection of over 100 photo-realistic 3D virtual worlds built on Unreal Engine, designed to reflect the complexity and variability of open-world environments. We also provide a rich variety of playable entities, including humans, animals, robots, and vehicles for embodied AI research. We extend UnrealCV with optimized APIs and tools for data collection, environment augmentation, distributed training, and benchmarking. These improvements achieve significant improvements in the efficiency of rendering and communication, enabling advanced applications such as multi-agent interactions. Our experimental evaluation across visual navigation and tracking tasks reveals two key insights: 1) environmental diversity provides substantial benefits for developing generalizable reinforcement learning (RL) agents, and 2) current embodied agents face persistent challenges in open-world scenarios, including navigation in unstructured terrain, adaptation to unseen morphologies, and managing latency in the close-loop control systems for interacting in highly dynamic objects. UnrealZoo thus serves as both a comprehensive testing ground and a pathway toward developing more capable embodied AI systems for real-world deployment.

AIFeb 4, 2024
Fast Peer Adaptation with Context-aware Exploration

Long Ma, Yuanfei Wang, Fangwei Zhong et al.

Fast adapting to unknown peers (partners or opponents) with different strategies is a key challenge in multi-agent games. To do so, it is crucial for the agent to probe and identify the peer's strategy efficiently, as this is the prerequisite for carrying out the best response in adaptation. However, exploring the strategies of unknown peers is difficult, especially when the games are partially observable and have a long horizon. In this paper, we propose a peer identification reward, which rewards the learning agent based on how well it can identify the behavior pattern of the peer over the historical context, such as the observation over multiple episodes. This reward motivates the agent to learn a context-aware policy for effective exploration and fast adaptation, i.e., to actively seek and collect informative feedback from peers when uncertain about their policies and to exploit the context to perform the best response when confident. We evaluate our method on diverse testbeds that involve competitive (Kuhn Poker), cooperative (PO-Overcooked), or mixed (Predator-Prey-W) games with peer agents. We demonstrate that our method induces more active exploration behavior, achieving faster adaptation and better outcomes than existing methods.

CLAug 18, 2025
Reinforced Context Order Recovery for Adaptive Reasoning and Planning

Long Ma, Fangwei Zhong, Yizhou Wang

Modern causal language models, followed by rapid developments in discrete diffusion models, can now produce a wide variety of interesting and useful content. However, these families of models are predominantly trained to output tokens with a fixed (left-to-right) or random order, which may deviate from the logical order in which tokens are generated originally. In this paper, we observe that current causal and diffusion models encounter difficulties in problems that require adaptive token generation orders to solve tractably, which we characterize with the $\mathcal{V}$-information framework. Motivated by this, we propose Reinforced Context Order Recovery (ReCOR), a reinforcement-learning-based framework to extract adaptive, data-dependent token generation orders from text data without annotations. Self-supervised by token prediction statistics, ReCOR estimates the hardness of predicting every unfilled token and adaptively selects the next token during both training and inference. Experiments on challenging reasoning and planning datasets demonstrate the superior performance of ReCOR compared with baselines, sometimes outperforming oracle models supervised with the ground-truth order.

CVFeb 22, 2025
Clinical Inspired MRI Lesion Segmentation

Lijun Yan, Churan Wang, Fangwei Zhong et al.

Magnetic resonance imaging (MRI) is a potent diagnostic tool for detecting pathological tissues in various diseases. Different MRI sequences have different contrast mechanisms and sensitivities for different types of lesions, which pose challenges to accurate and consistent lesion segmentation. In clinical practice, radiologists commonly use the sub-sequence feature, i.e. the difference between post contrast-enhanced T1-weighted (post) and pre-contrast-enhanced (pre) sequences, to locate lesions. Inspired by this, we propose a residual fusion method to learn subsequence representation for MRI lesion segmentation. Specifically, we iteratively and adaptively fuse features from pre- and post-contrast sequences at multiple resolutions, using dynamic weights to achieve optimal fusion and address diverse lesion enhancement patterns. Our method achieves state-of-the-art performances on BraTS2023 dataset for brain tumor segmentation and our in-house breast MRI dataset for breast lesion segmentation. Our method is clinically inspired and has the potential to facilitate lesion segmentation in various applications.

AIMay 3, 2024
SocialGFs: Learning Social Gradient Fields for Multi-Agent Reinforcement Learning

Qian Long, Fangwei Zhong, Mingdong Wu et al.

Multi-agent systems (MAS) need to adaptively cope with dynamic environments, changing agent populations, and diverse tasks. However, most of the multi-agent systems cannot easily handle them, due to the complexity of the state and task space. The social impact theory regards the complex influencing factors as forces acting on an agent, emanating from the environment, other agents, and the agent's intrinsic motivation, referring to the social force. Inspired by this concept, we propose a novel gradient-based state representation for multi-agent reinforcement learning. To non-trivially model the social forces, we further introduce a data-driven method, where we employ denoising score matching to learn the social gradient fields (SocialGFs) from offline samples, e.g., the attractive or repulsive outcomes of each force. During interactions, the agents take actions based on the multi-dimensional gradients to maximize their own rewards. In practice, we integrate SocialGFs into the widely used multi-agent reinforcement learning algorithms, e.g., MAPPO. The empirical results reveal that SocialGFs offer four advantages for multi-agent systems: 1) they can be learned without requiring online interaction, 2) they demonstrate transferability across diverse tasks, 3) they facilitate credit assignment in challenging reward settings, and 4) they are scalable with the increasing number of agents.

ROOct 8, 2025
TrackVLA++: Unleashing Reasoning and Memory Capabilities in VLA Models for Embodied Visual Tracking

Jiahang Liu, Yunpeng Qi, Jiazhao Zhang et al.

Embodied Visual Tracking (EVT) is a fundamental ability that underpins practical applications, such as companion robots, guidance robots and service assistants, where continuously following moving targets is essential. Recent advances have enabled language-guided tracking in complex and unstructured scenes. However, existing approaches lack explicit spatial reasoning and effective temporal memory, causing failures under severe occlusions or in the presence of similar-looking distractors. To address these challenges, we present TrackVLA++, a novel Vision-Language-Action (VLA) model that enhances embodied visual tracking with two key modules, a spatial reasoning mechanism and a Target Identification Memory (TIM). The reasoning module introduces a Chain-of-Thought paradigm, termed Polar-CoT, which infers the target's relative position and encodes it as a compact polar-coordinate token for action prediction. Guided by these spatial priors, the TIM employs a gated update strategy to preserve long-horizon target memory, ensuring spatiotemporal consistency and mitigating target loss during extended occlusions. Extensive experiments show that TrackVLA++ achieves state-of-the-art performance on public benchmarks across both egocentric and multi-camera settings. On the challenging EVT-Bench DT split, TrackVLA++ surpasses the previous leading approach by 5.1 and 12, respectively. Furthermore, TrackVLA++ exhibits strong zero-shot generalization, enabling robust real-world tracking in dynamic and occluded scenarios.

CVMay 27, 2025
VLM Can Be a Good Assistant: Enhancing Embodied Visual Tracking with Self-Improving Vision-Language Models

Kui Wu, Shuhang Xu, Hao Chen et al.

We introduce a novel self-improving framework that enhances Embodied Visual Tracking (EVT) with Vision-Language Models (VLMs) to address the limitations of current active visual tracking systems in recovering from tracking failure. Our approach combines the off-the-shelf active tracking methods with VLMs' reasoning capabilities, deploying a fast visual policy for normal tracking and activating VLM reasoning only upon failure detection. The framework features a memory-augmented self-reflection mechanism that enables the VLM to progressively improve by learning from past experiences, effectively addressing VLMs' limitations in 3D spatial reasoning. Experimental results demonstrate significant performance improvements, with our framework boosting success rates by $72\%$ with state-of-the-art RL-based approaches and $220\%$ with PID-based methods in challenging environments. This work represents the first integration of VLM-based reasoning to assist EVT agents in proactive failure recovery, offering substantial advances for real-world robotic applications that require continuous target monitoring in dynamic, unstructured environments. Project website: https://sites.google.com/view/evt-recovery-assistant.

CVMay 27, 2025
Hierarchical Instruction-aware Embodied Visual Tracking

Kui Wu, Hao Chen, Churan Wang et al.

User-Centric Embodied Visual Tracking (UC-EVT) presents a novel challenge for reinforcement learning-based models due to the substantial gap between high-level user instructions and low-level agent actions. While recent advancements in language models (e.g., LLMs, VLMs, VLAs) have improved instruction comprehension, these models face critical limitations in either inference speed (LLMs, VLMs) or generalizability (VLAs) for UC-EVT tasks. To address these challenges, we propose \textbf{Hierarchical Instruction-aware Embodied Visual Tracking (HIEVT)} agent, which bridges instruction comprehension and action generation using \textit{spatial goals} as intermediaries. HIEVT first introduces \textit{LLM-based Semantic-Spatial Goal Aligner} to translate diverse human instructions into spatial goals that directly annotate the desired spatial position. Then the \textit{RL-based Adaptive Goal-Aligned Policy}, a general offline policy, enables the tracker to position the target as specified by the spatial goal. To benchmark UC-EVT tasks, we collect over ten million trajectories for training and evaluate across one seen environment and nine unseen challenging environments. Extensive experiments and real-world deployments demonstrate the robustness and generalizability of HIEVT across diverse environments, varying target dynamics, and complex instruction combinations. The complete project is available at https://sites.google.com/view/hievt.

CLDec 31, 2024
Are the Values of LLMs Structurally Aligned with Humans? A Causal Perspective

Yipeng Kang, Junqi Wang, Yexin Li et al.

As large language models (LLMs) become increasingly integrated into critical applications, aligning their behavior with human values presents significant challenges. Current methods, such as Reinforcement Learning from Human Feedback (RLHF), typically focus on a limited set of coarse-grained values and are resource-intensive. Moreover, the correlations between these values remain implicit, leading to unclear explanations for value-steering outcomes. Our work argues that a latent causal value graph underlies the value dimensions of LLMs and that, despite alignment training, this structure remains significantly different from human value systems. We leverage these causal value graphs to guide two lightweight value-steering methods: role-based prompting and sparse autoencoder (SAE) steering, effectively mitigating unexpected side effects. Furthermore, SAE provides a more fine-grained approach to value steering. Experiments on Gemma-2B-IT and Llama3-8B-IT demonstrate the effectiveness and controllability of our methods.

CVJul 14, 2025
EmbRACE-3K: Embodied Reasoning and Action in Complex Environments

Mingxian Lin, Wei Huang, Yitang Li et al.

Recent advanced vision-language models(VLMs) have demonstrated strong performance on passive, offline image and video understanding tasks. However, their effectiveness in embodied settings, which require online interaction and active scene understanding remains limited. In such scenarios, an agent perceives the environment from a first-person perspective, with each action dynamically shaping subsequent observations. Even state-of-the-art models such as GPT-4o, Claude 3.5 Sonnet, and Gemini 2.5 Pro struggle in open-environment interactions, exhibiting clear limitations in spatial reasoning and long-horizon planning. To address this gap, we introduce EmRACE-3K, a dataset of over 3,000 language-guided tasks situated in diverse, photorealistic environments constructed using Unreal Engine and the UnrealCV-Zoo framework. The tasks encompass a wide range of embodied challenges, including navigation, object manipulation, and multi-stage goal execution. Each task unfolds as a multi-step trajectory, pairing first-person visual observations with high-level instructions, grounded actions, and natural language rationales that express the agent's intent at every step. Using EmRACE-3K, we establish a benchmark to evaluate the embodied reasoning capabilities of VLMs across three key dimensions: Exploration, Dynamic Spatial-Semantic Reasoning, and Multi-stage Goal Execution. In zero-shot settings, all models achieve success rates below 20%, underscoring the challenge posed by our benchmark and the current limitations of VLMs in interactive environments. To demonstrate the utility of EmRACE-3K, we further fine-tune Qwen2.5-VL-7B using supervised learning followed by reinforcement learning. This approach yields substantial improvements across all three challenge categories, highlighting the dataset's effectiveness in enabling the development of embodied reasoning capabilities.

ROMay 28, 2025
Communication-Efficient Desire Alignment for Embodied Agent-Human Adaptation

Yuanfei Wang, Xinju Huang, Fangwei Zhong et al.

While embodied agents have made significant progress in performing complex physical tasks, real-world applications demand more than pure task execution. The agents must collaborate with unfamiliar agents and human users, whose goals are often vague and implicit. In such settings, interpreting ambiguous instructions and uncovering underlying desires is essential for effective assistance. Therefore, fast and accurate desire alignment becomes a critical capability for embodied agents. In this work, we first develop a home assistance simulation environment HA-Desire that integrates an LLM-driven proxy human user exhibiting realistic value-driven goal selection and communication. The ego agent must interact with this proxy user to infer and adapt to the user's latent desires. To achieve this, we present a novel framework FAMER for fast desire alignment, which introduces a desire-based mental reasoning mechanism to identify user intent and filter desire-irrelevant actions. We further design a reflection-based communication module that reduces redundant inquiries, and incorporate goal-relevant information extraction with memory persistence to improve information reuse and reduce unnecessary exploration. Extensive experiments demonstrate that our framework significantly enhances both task execution and communication efficiency, enabling embodied agents to quickly adapt to user-specific desires in complex embodied environments.

AIMay 23, 2025
Probe by Gaming: A Game-based Benchmark for Assessing Conceptual Knowledge in LLMs

Shuhang Xu, Weijian Deng, Yixuan Zhou et al.

Concepts represent generalized abstractions that enable humans to categorize and reason efficiently, yet it is unclear to what extent Large Language Models (LLMs) comprehend these semantic relationships. Existing benchmarks typically focus on factual recall and isolated tasks, failing to evaluate the ability of LLMs to understand conceptual boundaries. To address this gap, we introduce CK-Arena, a multi-agent interaction game built upon the Undercover game, designed to evaluate the capacity of LLMs to reason with concepts in interactive settings. CK-Arena challenges models to describe, differentiate, and infer conceptual boundaries based on partial information, encouraging models to explore commonalities and distinctions between closely related concepts. By simulating real-world interaction, CK-Arena provides a scalable and realistic benchmark for assessing conceptual reasoning in dynamic environments. Experimental results show that LLMs' understanding of conceptual knowledge varies significantly across different categories and is not strictly aligned with parameter size or general model capabilities. The data and code are available at the project homepage: https://ck-arena.site.

CLMay 23, 2025
CoMet: Metaphor-Driven Covert Communication for Multi-Agent Language Games

Shuhang Xu, Fangwei Zhong

Metaphors are a crucial way for humans to express complex or subtle ideas by comparing one concept to another, often from a different domain. However, many large language models (LLMs) struggle to interpret and apply metaphors in multi-agent language games, hindering their ability to engage in covert communication and semantic evasion, which are crucial for strategic communication. To address this challenge, we introduce CoMet, a framework that enables LLM-based agents to engage in metaphor processing. CoMet combines a hypothesis-based metaphor reasoner with a metaphor generator that improves through self-reflection and knowledge integration. This enhances the agents' ability to interpret and apply metaphors, improving the strategic and nuanced quality of their interactions. We evaluate CoMet on two multi-agent language games - Undercover and Adversarial Taboo - which emphasize Covert Communication and Semantic Evasion. Experimental results demonstrate that CoMet significantly enhances the agents' ability to communicate strategically using metaphors.

MAOct 15, 2021
ToM2C: Target-oriented Multi-agent Communication and Cooperation with Theory of Mind

Yuanfei Wang, Fangwei Zhong, Jing Xu et al.

Being able to predict the mental states of others is a key factor to effective social interaction. It is also crucial for distributed multi-agent systems, where agents are required to communicate and cooperate. In this paper, we introduce such an important social-cognitive skill, i.e. Theory of Mind (ToM), to build socially intelligent agents who are able to communicate and cooperate effectively to accomplish challenging tasks. With ToM, each agent is capable of inferring the mental states and intentions of others according to its (local) observation. Based on the inferred states, the agents decide "when" and with "whom" to share their intentions. With the information observed, inferred, and received, the agents decide their sub-goals and reach a consensus among the team. In the end, the low-level executors independently take primitive actions to accomplish the sub-goals. We demonstrate the idea in two typical target-oriented multi-agent tasks: cooperative navigation and multi-sensor target coverage. The experiments show that the proposed model not only outperforms the state-of-the-art methods on reward and communication efficiency, but also shows good generalization across different scales of the environment.

CVJun 18, 2021
Towards Distraction-Robust Active Visual Tracking

Fangwei Zhong, Peng Sun, Wenhan Luo et al.

In active visual tracking, it is notoriously difficult when distracting objects appear, as distractors often mislead the tracker by occluding the target or bringing a confusing appearance. To address this issue, we propose a mixed cooperative-competitive multi-agent game, where a target and multiple distractors form a collaborative team to play against a tracker and make it fail to follow. Through learning in our game, diverse distracting behaviors of the distractors naturally emerge, thereby exposing the tracker's weakness, which helps enhance the distraction-robustness of the tracker. For effective learning, we then present a bunch of practical methods, including a reward function for distractors, a cross-modal teacher-student learning strategy, and a recurrent attention mechanism for the tracker. The experimental results show that our tracker performs desired distraction-robust active visual tracking and can be well generalized to unseen environments. We also show that the multi-agent game can be used to adversarially test the robustness of trackers.

AIOct 25, 2020
Learning Multi-Agent Coordination for Enhancing Target Coverage in Directional Sensor Networks

Jing Xu, Fangwei Zhong, Yizhou Wang

Maximum target coverage by adjusting the orientation of distributed sensors is an important problem in directional sensor networks (DSNs). This problem is challenging as the targets usually move randomly but the coverage range of sensors is limited in angle and distance. Thus, it is required to coordinate sensors to get ideal target coverage with low power consumption, e.g. no missing targets or reducing redundant coverage. To realize this, we propose a Hierarchical Target-oriented Multi-Agent Coordination (HiT-MAC), which decomposes the target coverage problem into two-level tasks: targets assignment by a coordinator and tracking assigned targets by executors. Specifically, the coordinator periodically monitors the environment globally and allocates targets to each executor. In turn, the executor only needs to track its assigned targets. To effectively learn the HiT-MAC by reinforcement learning, we further introduce a bunch of practical methods, including a self-attention module, marginal contribution approximation for the coordinator, goal-conditional observation filter for the executor, etc. Empirical results demonstrate the advantage of HiT-MAC in coverage rate, learning efficiency,and scalability, comparing to baselines. We also conduct an ablative analysis on the effectiveness of the introduced components in the framework.

CVJan 15, 2020
Pose-Assisted Multi-Camera Collaboration for Active Object Tracking

Jing Li, Jing Xu, Fangwei Zhong et al.

Active Object Tracking (AOT) is crucial to many visionbased applications, e.g., mobile robot, intelligent surveillance. However, there are a number of challenges when deploying active tracking in complex scenarios, e.g., target is frequently occluded by obstacles. In this paper, we extend the single-camera AOT to a multi-camera setting, where cameras tracking a target in a collaborative fashion. To achieve effective collaboration among cameras, we propose a novel Pose-Assisted Multi-Camera Collaboration System, which enables a camera to cooperate with the others by sharing camera poses for active object tracking. In the system, each camera is equipped with two controllers and a switcher: The vision-based controller tracks targets based on observed images. The pose-based controller moves the camera in accordance to the poses of the other cameras. At each step, the switcher decides which action to take from the two controllers according to the visibility of the target. The experimental results demonstrate that our system outperforms all the baselines and is capable of generalizing to unseen environments. The code and demo videos are available on our website https://sites.google.com/view/pose-assistedcollaboration.

CVAug 10, 2018
End-to-end Active Object Tracking and Its Real-world Deployment via Reinforcement Learning

Wenhan Luo, Peng Sun, Fangwei Zhong et al.

We study active object tracking, where a tracker takes visual observations (i.e., frame sequences) as input and produces the corresponding camera control signals as output (e.g., move forward, turn left, etc.). Conventional methods tackle tracking and camera control tasks separately, and the resulting system is difficult to tune jointly. These methods also require significant human efforts for image labeling and expensive trial-and-error system tuning in the real world. To address these issues, we propose, in this paper, an end-to-end solution via deep reinforcement learning. A ConvNet-LSTM function approximator is adopted for the direct frame-to-action prediction. We further propose an environment augmentation technique and a customized reward function, which are crucial for successful training. The tracker trained in simulators (ViZDoom and Unreal Engine) demonstrates good generalization behaviors in the case of unseen object moving paths, unseen object appearances, unseen backgrounds, and distracting objects. The system is robust and can restore tracking after occasional lost of the target being tracked. We also find that the tracking ability, obtained solely from simulators, can potentially transfer to real-world scenarios. We demonstrate successful examples of such transfer, via experiments over the VOT dataset and the deployment of a real-world robot using the proposed active tracker trained in simulation.

CVMay 30, 2017
End-to-end Active Object Tracking via Reinforcement Learning

Wenhan Luo, Peng Sun, Fangwei Zhong et al.

We study active object tracking, where a tracker takes as input the visual observation (i.e., frame sequence) and produces the camera control signal (e.g., move forward, turn left, etc.). Conventional methods tackle the tracking and the camera control separately, which is challenging to tune jointly. It also incurs many human efforts for labeling and many expensive trial-and-errors in realworld. To address these issues, we propose, in this paper, an end-to-end solution via deep reinforcement learning, where a ConvNet-LSTM function approximator is adopted for the direct frame-toaction prediction. We further propose an environment augmentation technique and a customized reward function, which are crucial for a successful training. The tracker trained in simulators (ViZDoom, Unreal Engine) shows good generalization in the case of unseen object moving path, unseen object appearance, unseen background, and distracting object. It can restore tracking when occasionally losing the target. With the experiments over the VOT dataset, we also find that the tracking ability, obtained solely from simulators, can potentially transfer to real-world scenarios.