Ziyu Wan

CV
h-index29
36papers
2,108citations
Novelty55%
AI Score62

36 Papers

CVAug 11, 2022Code
FDNeRF: Few-shot Dynamic Neural Radiance Fields for Face Reconstruction and Expression Editing

Jingbo Zhang, Xiaoyu Li, Ziyu Wan et al.

We propose a Few-shot Dynamic Neural Radiance Field (FDNeRF), the first NeRF-based method capable of reconstruction and expression editing of 3D faces based on a small number of dynamic images. Unlike existing dynamic NeRFs that require dense images as input and can only be modeled for a single identity, our method enables face reconstruction across different persons with few-shot inputs. Compared to state-of-the-art few-shot NeRFs designed for modeling static scenes, the proposed FDNeRF accepts view-inconsistent dynamic inputs and supports arbitrary facial expression editing, i.e., producing faces with novel expressions beyond the input ones. To handle the inconsistencies between dynamic inputs, we introduce a well-designed conditional feature warping (CFW) module to perform expression conditioned warping in 2D feature space, which is also identity adaptive and 3D constrained. As a result, features of different expressions are transformed into the target ones. We then construct a radiance field based on these view-consistent features and use volumetric rendering to synthesize novel views of the modeled faces. Extensive experiments with quantitative and qualitative evaluation demonstrate that our method outperforms existing dynamic and few-shot NeRFs on both 3D face reconstruction and expression editing tasks. Code is available at https://github.com/FDNeRF/FDNeRF.

CVAug 15, 2022Code
Adaptive Joint Optimization for 3D Reconstruction with Differentiable Rendering

Jingbo Zhang, Ziyu Wan, Jing Liao

Due to inevitable noises introduced during scanning and quantization, 3D reconstruction via RGB-D sensors suffers from errors both in geometry and texture, leading to artifacts such as camera drifting, mesh distortion, texture ghosting, and blurriness. Given an imperfect reconstructed 3D model, most previous methods have focused on the refinement of either geometry, texture, or camera pose. Or different optimization schemes and objectives for optimizing each component have been used in previous joint optimization methods, forming a complicated system. In this paper, we propose a novel optimization approach based on differentiable rendering, which integrates the optimization of camera pose, geometry, and texture into a unified framework by enforcing consistency between the rendered results and the corresponding RGB-D inputs. Based on the unified framework, we introduce a joint optimization approach to fully exploit the inter-relationships between geometry, texture, and camera pose, and describe an adaptive interleaving strategy to improve optimization stability and efficiency. Using differentiable rendering, an image-level adversarial loss is applied to further improve the 3D model, making it more photorealistic. Experiments on synthetic and real data using quantitative and qualitative evaluation demonstrated the superiority of our approach in recovering both fine-scale geometry and high-fidelity texture.Code is available at https://adjointopti.github.io/adjoin.github.io/.

AIFeb 13, 2023
Order Matters: Agent-by-agent Policy Optimization

Xihuai Wang, Zheng Tian, Ziyu Wan et al.

While multi-agent trust region algorithms have achieved great success empirically in solving coordination tasks, most of them, however, suffer from a non-stationarity problem since agents update their policies simultaneously. In contrast, a sequential scheme that updates policies agent-by-agent provides another perspective and shows strong performance. However, sample inefficiency and lack of monotonic improvement guarantees for each agent are still the two significant challenges for the sequential scheme. In this paper, we propose the \textbf{A}gent-by-\textbf{a}gent \textbf{P}olicy \textbf{O}ptimization (A2PO) algorithm to improve the sample efficiency and retain the guarantees of monotonic improvement for each agent during training. We justify the tightness of the monotonic improvement bound compared with other trust region algorithms. From the perspective of sequentially updating agents, we further consider the effect of agent updating order and extend the theory of non-stationarity into the sequential update scheme. To evaluate A2PO, we conduct a comprehensive empirical study on four benchmarks: StarCraftII, Multi-agent MuJoCo, Multi-agent Particle Environment, and Google Research Football full game scenarios. A2PO consistently outperforms strong baselines.

AIDec 24, 2022
On Realization of Intelligent Decision-Making in the Real World: A Foundation Decision Model Perspective

Ying Wen, Ziyu Wan, Ming Zhou et al.

The pervasive uncertainty and dynamic nature of real-world environments present significant challenges for the widespread implementation of machine-driven Intelligent Decision-Making (IDM) systems. Consequently, IDM should possess the ability to continuously acquire new skills and effectively generalize across a broad range of applications. The advancement of Artificial General Intelligence (AGI) that transcends task and application boundaries is critical for enhancing IDM. Recent studies have extensively investigated the Transformer neural architecture as a foundational model for various tasks, including computer vision, natural language processing, and reinforcement learning. We propose that a Foundation Decision Model (FDM) can be developed by formulating diverse decision-making tasks as sequence decoding tasks using the Transformer architecture, offering a promising solution for expanding IDM applications in complex real-world situations. In this paper, we discuss the efficiency and generalization improvements offered by a foundation decision model for IDM and explore its potential applications in multi-agent game AI, production scheduling, and robotics tasks. Lastly, we present a case study demonstrating our FDM implementation, DigitalBrain (DB1) with 1.3 billion parameters, achieving human-level performance in 870 tasks, such as text generation, image captioning, video game playing, robotic control, and traveling salesman problems. As a foundation decision model, DB1 represents an initial step toward more autonomous and efficient real-world IDM applications.

CVApr 20, 2023
Learning Neural Duplex Radiance Fields for Real-Time View Synthesis

Ziyu Wan, Christian Richardt, Aljaž Božič et al.

Neural radiance fields (NeRFs) enable novel view synthesis with unprecedented visual quality. However, to render photorealistic images, NeRFs require hundreds of deep multilayer perceptron (MLP) evaluations - for each pixel. This is prohibitively expensive and makes real-time rendering infeasible, even on powerful modern GPUs. In this paper, we propose a novel approach to distill and bake NeRFs into highly efficient mesh-based neural representations that are fully compatible with the massively parallel graphics rendering pipeline. We represent scenes as neural radiance features encoded on a two-layer duplex mesh, which effectively overcomes the inherent inaccuracies in 3D surface reconstruction by learning the aggregated radiance information from a reliable interval of ray-surface intersections. To exploit local geometric relationships of nearby pixels, we leverage screen-space convolutions instead of the MLPs used in NeRFs to achieve high-quality appearance. Finally, the performance of the whole framework is further boosted by a novel multi-view distillation optimization strategy. We demonstrate the effectiveness and superiority of our approach via extensive experiments on a range of standard datasets.

CVAug 6, 2024
An Object is Worth 64x64 Pixels: Generating 3D Object via Image Diffusion

Xingguang Yan, Han-Hung Lee, Ziyu Wan et al.

We introduce a new approach for generating realistic 3D models with UV maps through a representation termed "Object Images." This approach encapsulates surface geometry, appearance, and patch structures within a 64x64 pixel image, effectively converting complex 3D shapes into a more manageable 2D format. By doing so, we address the challenges of both geometric and semantic irregularity inherent in polygonal meshes. This method allows us to use image generation models, such as Diffusion Transformers, directly for 3D shape generation. Evaluated on the ABO dataset, our generated shapes with patch structures achieve point cloud FID comparable to recent 3D generative models, while naturally supporting PBR material generation.

LGSep 29, 2023
Alphazero-like Tree-Search can Guide Large Language Model Decoding and Training

Xidong Feng, Ziyu Wan, Muning Wen et al.

Recent works like Tree-of-Thought (ToT) and Reasoning via Planning (RAP) aim to augment the reasoning capabilities of LLMs by using tree-search algorithms to guide multi-step reasoning. These methods rely on prompting a pre-trained model to serve as a value function and focus on problems with low search depth. As a result, these methods will not work in domains where the pre-trained LLM does not have enough knowledge to serve as an effective value function or in domains that require long-horizon planning. To address these limitations, we present an AlphaZero-like tree-search learning framework for LLMs (termed TS-LLM), systematically illustrating how tree-search with a learned value function can guide LLM decoding. TS-LLM distinguishes itself in two key ways. (1) Leveraging a learned value function and AlphaZero-like algorithms, our approach can be generally adaptable to a wide range of tasks, language models of any size, and tasks of varying search depths. (2) Our approach can guide LLMs during both inference and training, iteratively improving the LLM. Empirical results across reasoning, planning, alignment, and decision-making tasks show that TS-LLM outperforms existing approaches and can handle trees with a depth of 64.

AIFeb 2Code
MAGIC: A Co-Evolving Attacker-Defender Adversarial Game for Robust LLM Safety

Xiaoyu Wen, Zhida He, Han Qi et al.

Ensuring robust safety alignment is crucial for Large Language Models (LLMs), yet existing defenses often lag behind evolving adversarial attacks due to their \textbf{reliance on static, pre-collected data distributions}. In this paper, we introduce \textbf{MAGIC}, a novel multi-turn multi-agent reinforcement learning framework that formulates LLM safety alignment as an adversarial asymmetric game. Specifically, an attacker agent learns to iteratively rewrite original queries into deceptive prompts, while a defender agent simultaneously optimizes its policy to recognize and refuse such inputs. This dynamic process triggers a \textbf{co-evolution}, where the attacker's ever-changing strategies continuously uncover long-tail vulnerabilities, driving the defender to generalize to unseen attack patterns. Remarkably, we observe that the attacker, endowed with initial reasoning ability, evolves \textbf{novel, previously unseen combinatorial strategies} through iterative RL training, underscoring our method's substantial potential. Theoretically, we provide insights into a more robust game equilibrium and derive safety guarantees. Extensive experiments validate our framework's effectiveness, demonstrating superior defense success rates without compromising the helpfulness of the model. Our code is available at https://github.com/BattleWen/MAGIC.

AIOct 12, 2024Code
OpenR: An Open Source Framework for Advanced Reasoning with Large Language Models

Jun Wang, Meng Fang, Ziyu Wan et al.

In this technical report, we introduce OpenR, an open-source framework designed to integrate key components for enhancing the reasoning capabilities of large language models (LLMs). OpenR unifies data acquisition, reinforcement learning training (both online and offline), and non-autoregressive decoding into a cohesive software platform. Our goal is to establish an open-source platform and community to accelerate the development of LLM reasoning. Inspired by the success of OpenAI's o1 model, which demonstrated improved reasoning abilities through step-by-step reasoning and reinforcement learning, OpenR integrates test-time compute, reinforcement learning, and process supervision to improve reasoning in LLMs. Our work is the first to provide an open-source framework that explores the core techniques of OpenAI's o1 model with reinforcement learning, achieving advanced reasoning capabilities beyond traditional autoregressive methods. We demonstrate the efficacy of OpenR by evaluating it on the MATH dataset, utilising publicly available data and search methods. Our initial experiments confirm substantial gains, with relative improvements in reasoning and performance driven by test-time computation and reinforcement learning through process reward models. The OpenR framework, including code, models, and datasets, is accessible at https://openreasoner.github.io.

AIMar 12, 2025Code
ReMA: Learning to Meta-think for LLMs with Multi-Agent Reinforcement Learning

Ziyu Wan, Yunxiang Li, Xiaoyu Wen et al.

Recent research on Reasoning of Large Language Models (LLMs) has sought to further enhance their performance by integrating meta-thinking -- enabling models to monitor, evaluate, and control their reasoning processes for more adaptive and effective problem-solving. However, current single-agent work lacks a specialized design for acquiring meta-thinking, resulting in low efficacy. To address this challenge, we introduce Reinforced Meta-thinking Agents (ReMA), a novel framework that leverages Multi-Agent Reinforcement Learning (MARL) to elicit meta-thinking behaviors, encouraging LLMs to think about thinking. ReMA decouples the reasoning process into two hierarchical agents: a high-level meta-thinking agent responsible for generating strategic oversight and plans, and a low-level reasoning agent for detailed executions. Through iterative reinforcement learning with aligned objectives, these agents explore and learn collaboration, leading to improved generalization and robustness. Empirical results from single-turn experiments demonstrate that ReMA outperforms single-agent RL baselines on complex reasoning tasks, including competitive-level mathematical benchmarks and LLM-as-a-Judge benchmarks. Additionally, we further extend ReMA to multi-turn interaction settings, leveraging turn-level ratio and parameter sharing to improve efficiency. Comprehensive ablation studies further illustrate the evolving dynamics of each distinct agent, providing valuable insights into how the meta-thinking reasoning process enhances the reasoning capabilities of LLMs. Our code can be found in https://github.com/ziyuwan/ReMA-public

CVMay 20
Lens: Rethinking Training Efficiency for Foundational Text-to-Image Models

Dong Chen, Fangyun Wei, Ziyu Wan et al.

We introduce Lens, a 3.8B-parameter T2I model that achieves performance competitive with, and in several cases surpassing, state-of-the-art models with more than 6B parameters across various benchmarks, while requiring significantly less training compute. For example, Lens requires only about 19.3% of the training compute used by Z-Image. The training efficiency of Lens stems from two key strategies beyond its compact model size. First, we maximize data information density per training batch by (i) training on Lens-800M, a dataset of 800M densely captioned image-text pairs whose captions are generated by GPT-4.1 and contain approximately 109 words on average, providing richer semantic supervision than conventional short captions, and (ii) constructing each batch from images with multiple resolutions and diverse aspect ratios, thereby enlarging the effective visual coverage of each optimization step. Second, we improve convergence speed through careful architectural choices, including adopting a semantic VAE that provides better latent representations and employing a strong language encoder that accelerates optimization while enabling multilingual generalization from English-only training data. After pre-training, we apply RL with taxonomy-driven prompts (Lens-RL-8K) and structured reward rubrics to suppress artifacts and improve visual quality, a reasoner module with training-free system prompt search to better align user requests with the model, and distillation-based acceleration for 4-step inference. Through efficient training and systematic optimization, Lens generalizes to arbitrary aspect ratios from 1:2 to 2:1 and resolutions up to 1440^2, and supports prompts in several commonly used languages. Thanks to its compact size, Lens generates a 1024^2 image in 3.15 seconds on a single NVIDIA H100 GPU, while its distilled turbo version performs 4-step generation in 0.84 seconds.

CVMar 27
LACON: Training Text-to-Image Model from Uncurated Data

Zhiyang Liang, Ziyu Wan, Hongyu Liu et al.

The success of modern text-to-image generation is largely attributed to massive, high-quality datasets. Currently, these datasets are curated through a filter-first paradigm that aggressively discards low-quality raw data based on the assumption that it is detrimental to model performance. Is the discarded bad data truly useless, or does it hold untapped potential? In this work, we critically re-examine this question. We propose LACON (Labeling-and-Conditioning), a novel training framework that exploits the underlying uncurated data distribution. Instead of filtering, LACON re-purposes quality signals, such as aesthetic scores and watermark probabilities as explicit, quantitative condition labels. The generative model is then trained to learn the full spectrum of data quality, from bad to good. By learning the explicit boundary between high- and low-quality content, LACON achieves superior generation quality compared to baselines trained only on filtered data using the same compute budget, proving the significant value of uncurated data.

CVOct 5, 2025Code
MorphoSim: An Interactive, Controllable, and Editable Language-guided 4D World Simulator

Xuehai He, Shijie Zhou, Thivyanth Venkateswaran et al.

World models that support controllable and editable spatiotemporal environments are valuable for robotics, enabling scalable training data, repro ducible evaluation, and flexible task design. While recent text-to-video models generate realistic dynam ics, they are constrained to 2D views and offer limited interaction. We introduce MorphoSim, a language guided framework that generates 4D scenes with multi-view consistency and object-level controls. From natural language instructions, MorphoSim produces dynamic environments where objects can be directed, recolored, or removed, and scenes can be observed from arbitrary viewpoints. The framework integrates trajectory-guided generation with feature field dis tillation, allowing edits to be applied interactively without full re-generation. Experiments show that Mor phoSim maintains high scene fidelity while enabling controllability and editability. The code is available at https://github.com/eric-ai-lab/Morph4D.

CVMay 19, 2023Code
Text2NeRF: Text-Driven 3D Scene Generation with Neural Radiance Fields

Jingbo Zhang, Xiaoyu Li, Ziyu Wan et al.

Text-driven 3D scene generation is widely applicable to video gaming, film industry, and metaverse applications that have a large demand for 3D scenes. However, existing text-to-3D generation methods are limited to producing 3D objects with simple geometries and dreamlike styles that lack realism. In this work, we present Text2NeRF, which is able to generate a wide range of 3D scenes with complicated geometric structures and high-fidelity textures purely from a text prompt. To this end, we adopt NeRF as the 3D representation and leverage a pre-trained text-to-image diffusion model to constrain the 3D reconstruction of the NeRF to reflect the scene description. Specifically, we employ the diffusion model to infer the text-related image as the content prior and use a monocular depth estimation method to offer the geometric prior. Both content and geometric priors are utilized to update the NeRF model. To guarantee textured and geometric consistency between different views, we introduce a progressive scene inpainting and updating strategy for novel view synthesis of the scene. Our method requires no additional training data but only a natural language description of the scene as the input. Extensive experiments demonstrate that our Text2NeRF outperforms existing methods in producing photo-realistic, multi-view consistent, and diverse 3D scenes from a variety of natural language prompts. Our code is available at https://github.com/eckertzhang/Text2NeRF.

CVMar 31, 2022Code
Bringing Old Films Back to Life

Ziyu Wan, Bo Zhang, Dongdong Chen et al.

We present a learning-based framework, recurrent transformer network (RTN), to restore heavily degraded old films. Instead of performing frame-wise restoration, our method is based on the hidden knowledge learned from adjacent frames that contain abundant information about the occlusion, which is beneficial to restore challenging artifacts of each frame while ensuring temporal coherency. Moreover, contrasting the representation of the current frame and the hidden knowledge makes it possible to infer the scratch position in an unsupervised manner, and such defect localization generalizes well to real-world degradations. To better resolve mixed degradation and compensate for the flow estimation error during frame alignment, we propose to leverage more expressive transformer blocks for spatial restoration. Experiments on both synthetic dataset and real-world old films demonstrate the significant superiority of the proposed RTN over existing solutions. In addition, the same framework can effectively propagate the color from keyframes to the whole video, ultimately yielding compelling restored films. The implementation and model will be released at https://github.com/raywzy/Bringing-Old-Films-Back-to-Life.

MAJun 5, 2021Code
MALib: A Parallel Framework for Population-based Multi-agent Reinforcement Learning

Ming Zhou, Ziyu Wan, Hanjing Wang et al.

Population-based multi-agent reinforcement learning (PB-MARL) refers to the series of methods nested with reinforcement learning (RL) algorithms, which produces a self-generated sequence of tasks arising from the coupled population dynamics. By leveraging auto-curricula to induce a population of distinct emergent strategies, PB-MARL has achieved impressive success in tackling multi-agent tasks. Despite remarkable prior arts of distributed RL frameworks, PB-MARL poses new challenges for parallelizing the training frameworks due to the additional complexity of multiple nested workloads between sampling, training and evaluation involved with heterogeneous policy interactions. To solve these problems, we present MALib, a scalable and efficient computing framework for PB-MARL. Our framework is comprised of three key components: (1) a centralized task dispatching model, which supports the self-generated tasks and scalable training with heterogeneous policy combinations; (2) a programming architecture named Actor-Evaluator-Learner, which achieves high parallelism for both training and sampling, and meets the evaluation requirement of auto-curriculum learning; (3) a higher-level abstraction of MARL training paradigms, which enables efficient code reuse and flexible deployments on different distributed computing paradigms. Experiments on a series of complex tasks such as multi-agent Atari Games show that MALib achieves throughput higher than 40K FPS on a single machine with $32$ CPU cores; 5x speedup than RLlib and at least 3x speedup than OpenSpiel in multi-agent training tasks. MALib is publicly available at https://github.com/sjtu-marl/malib.

CVJan 6, 2019Code
Transductive Zero-Shot Learning with Visual Structure Constraint

Ziyu Wan, Dongdong Chen, Yan Li et al.

To recognize objects of the unseen classes, most existing Zero-Shot Learning(ZSL) methods first learn a compatible projection function between the common semantic space and the visual space based on the data of source seen classes, then directly apply it to the target unseen classes. However, in real scenarios, the data distribution between the source and target domain might not match well, thus causing the well-known \textbf{domain shift} problem. Based on the observation that visual features of test instances can be separated into different clusters, we propose a new visual structure constraint on class centers for transductive ZSL, to improve the generality of the projection function (i.e. alleviate the above domain shift problem). Specifically, three different strategies (symmetric Chamfer-distance, Bipartite matching distance, and Wasserstein distance) are adopted to align the projected unseen semantic centers and visual cluster centers of test instances. We also propose a new training strategy to handle the real cases where many unrelated images exist in the test dataset, which is not considered in previous methods. Experiments on many widely used datasets demonstrate that the proposed visual structure constraint can bring substantial performance gain consistently and achieve state-of-the-art results. The source code is available at \url{https://github.com/raywzy/VSC}.

CVDec 12, 2023
HeadArtist: Text-conditioned 3D Head Generation with Self Score Distillation

Hongyu Liu, Xuan Wang, Ziyu Wan et al.

This work presents HeadArtist for 3D head generation from text descriptions. With a landmark-guided ControlNet serving as the generative prior, we come up with an efficient pipeline that optimizes a parameterized 3D head model under the supervision of the prior distillation itself. We call such a process self score distillation (SSD). In detail, given a sampled camera pose, we first render an image and its corresponding landmarks from the head model, and add some particular level of noise onto the image. The noisy image, landmarks, and text condition are then fed into the frozen ControlNet twice for noise prediction. Two different classifier-free guidance (CFG) weights are applied during these two predictions, and the prediction difference offers a direction on how the rendered image can better match the text of interest. Experimental results suggest that our approach delivers high-quality 3D head sculptures with adequate geometry and photorealistic appearance, significantly outperforming state-ofthe-art methods. We also show that the same pipeline well supports editing the generated heads, including both geometry deformation and appearance change.

AIMay 23, 2024
Reinforcing Language Agents via Policy Optimization with Action Decomposition

Muning Wen, Ziyu Wan, Weinan Zhang et al.

Language models as intelligent agents push the boundaries of sequential decision-making agents but struggle with limited knowledge of environmental dynamics and exponentially huge action space. Recent efforts like GLAM and TWOSOME manually constrain the action space to a restricted subset and employ reinforcement learning to align agents' knowledge with specific environments. However, they overlook fine-grained credit assignments for intra-action tokens, which is essential for efficient language agent optimization, and rely on human's prior knowledge to restrict action space. This paper proposes decomposing language agent optimization from the action level to the token level, offering finer supervision for each intra-action token and manageable optimization complexity in environments with unrestricted action spaces. Beginning with the simplification of flattening all actions, we theoretically explore the discrepancies between action-level optimization and this naive token-level optimization. We then derive the Bellman backup with Action Decomposition (BAD) to integrate credit assignments for both intra-action and inter-action tokens, effectively eliminating the discrepancies. Implementing BAD within the PPO algorithm, we introduce Policy Optimization with Action Decomposition (POAD). POAD benefits from a finer-grained credit assignment process and lower optimization complexity, leading to enhanced learning efficiency and generalization abilities in aligning language agents with interactive environments. We validate POAD across diverse testbeds, with results affirming the advantages of our approach and the correctness of our theoretical analysis.

CVDec 11, 2023
CAD: Photorealistic 3D Generation via Adversarial Distillation

Ziyu Wan, Despoina Paschalidou, Ian Huang et al.

The increased demand for 3D data in AR/VR, robotics and gaming applications, gave rise to powerful generative pipelines capable of synthesizing high-quality 3D objects. Most of these models rely on the Score Distillation Sampling (SDS) algorithm to optimize a 3D representation such that the rendered image maintains a high likelihood as evaluated by a pre-trained diffusion model. However, finding a correct mode in the high-dimensional distribution produced by the diffusion model is challenging and often leads to issues such as over-saturation, over-smoothing, and Janus-like artifacts. In this paper, we propose a novel learning paradigm for 3D synthesis that utilizes pre-trained diffusion models. Instead of focusing on mode-seeking, our method directly models the distribution discrepancy between multi-view renderings and diffusion priors in an adversarial manner, which unlocks the generation of high-fidelity and photorealistic 3D content, conditioned on a single image and prompt. Moreover, by harnessing the latent space of GANs and expressive diffusion model priors, our method facilitates a wide variety of 3D applications including single-view reconstruction, high diversity generation and continuous 3D interpolation in the open domain. The experiments demonstrate the superiority of our pipeline compared to previous works in terms of generation quality and diversity.

CLFeb 22, 2025
ThinkBench: Dynamic Out-of-Distribution Evaluation for Robust LLM Reasoning

Shulin Huang, Linyi Yang, Yan Song et al.

Evaluating large language models (LLMs) poses significant challenges, particularly due to issues of data contamination and the leakage of correct answers. To address these challenges, we introduce ThinkBench, a novel evaluation framework designed to evaluate LLMs' reasoning capability robustly. ThinkBench proposes a dynamic data generation method for constructing out-of-distribution (OOD) datasets and offers an OOD dataset that contains 2,912 samples drawn from reasoning tasks. ThinkBench unifies the evaluation of reasoning models and non-reasoning models. We evaluate 16 LLMs and 4 PRMs under identical experimental conditions and show that most of the LLMs' performance are far from robust and they face a certain level of data leakage. By dynamically generating OOD datasets, ThinkBench effectively provides a reliable evaluation of LLMs and reduces the impact of data contamination.

LGNov 21, 2024
Natural Language Reinforcement Learning

Xidong Feng, Bo Liu, Yan Song et al. · cmu

Artificial intelligence progresses towards the "Era of Experience," where agents are expected to learn from continuous, grounded interaction. We argue that traditional Reinforcement Learning (RL), which typically represents value as a scalar, can restrict agent's deep understanding of environments and hinders the active, deliberative learning crucial for navigating this new paradigm. To address the issue, we introduce Natural Language Reinforcement Learning (NLRL), a framework that extends RL principles into natural language counterparts. Central to NLRL is the Language Value Function (LVF), which redefines value as an interpretable linguistic narrative articulating the rationale behind an evaluation. NLRL further extends this concept to core RL components, including policy, the Bellman equation, and policy iteration. Leveraging recent advancements in Large Language Models (LLMs), NLRL can be practically implemented to achieve RL-like policy and value training through unsupervised environment interactions. Experiments over 4 multi-step agentic tasks demonstrate NLRL's effectiveness, efficiency, and its potential to foster deeper understanding and more active learning strategies.

CLFeb 11, 2024
Natural Language Reinforcement Learning

Xidong Feng, Ziyu Wan, Mengyue Yang et al. · cmu

Reinforcement Learning (RL) has shown remarkable abilities in learning policies for decision-making tasks. However, RL is often hindered by issues such as low sample efficiency, lack of interpretability, and sparse supervision signals. To tackle these limitations, we take inspiration from the human learning process and introduce Natural Language Reinforcement Learning (NLRL), which innovatively combines RL principles with natural language representation. Specifically, NLRL redefines RL concepts like task objectives, policy, value function, Bellman equation, and policy iteration in natural language space. We present how NLRL can be practically implemented with the latest advancements in large language models (LLMs) like GPT-4. Initial experiments over tabular MDPs demonstrate the effectiveness, efficiency, and also interpretability of the NLRL framework.

CVAug 4, 2025
VLM4D: Towards Spatiotemporal Awareness in Vision Language Models

Shijie Zhou, Alexander Vilesov, Xuehai He et al.

Vision language models (VLMs) have shown remarkable capabilities in integrating linguistic and visual reasoning but remain fundamentally limited in understanding dynamic spatiotemporal interactions. Humans effortlessly track and reason about object movements, rotations, and perspective shifts-abilities essential for robust dynamic real-world understanding yet notably lacking in current VLMs. In this paper, we introduce VLM4D, the first benchmark specifically designed to evaluate the spatiotemporal reasoning capabilities of VLMs. Our benchmark comprises diverse real-world and synthetic videos accompanied by carefully curated question-answer pairs emphasizing translational and rotational motions, perspective awareness, and motion continuity. Through comprehensive evaluations of state-of-the-art open and closed-source VLMs, we identify significant performance gaps compared to human baselines, highlighting fundamental deficiencies in existing models. Extensive analysis reveals that VLMs struggle particularly with integrating multiple visual cues and maintaining temporal coherence. We further explore promising directions, such as leveraging 4D feature field reconstruction and targeted spatiotemporal supervised fine-tuning, demonstrating their effectiveness in enhancing spatiotemporal comprehension. Our work aims to encourage deeper exploration into improving VLMs' spatial and temporal grounding, paving the way towards more capable and reliable visual intelligence for dynamic environments.

CVMar 25, 2025
AvatarArtist: Open-Domain 4D Avatarization

Hongyu Liu, Xuan Wang, Ziyu Wan et al.

This work focuses on open-domain 4D avatarization, with the purpose of creating a 4D avatar from a portrait image in an arbitrary style. We select parametric triplanes as the intermediate 4D representation and propose a practical training paradigm that takes advantage of both generative adversarial networks (GANs) and diffusion models. Our design stems from the observation that 4D GANs excel at bridging images and triplanes without supervision yet usually face challenges in handling diverse data distributions. A robust 2D diffusion prior emerges as the solution, assisting the GAN in transferring its expertise across various domains. The synergy between these experts permits the construction of a multi-domain image-triplane dataset, which drives the development of a general 4D avatar creator. Extensive experiments suggest that our model, AvatarArtist, is capable of producing high-quality 4D avatars with strong robustness to various source image domains. The code, the data, and the models will be made publicly available to facilitate future studies.

CVApr 4, 2024
RaFE: Generative Radiance Fields Restoration

Zhongkai Wu, Ziyu Wan, Jing Zhang et al.

NeRF (Neural Radiance Fields) has demonstrated tremendous potential in novel view synthesis and 3D reconstruction, but its performance is sensitive to input image quality, which struggles to achieve high-fidelity rendering when provided with low-quality sparse input viewpoints. Previous methods for NeRF restoration are tailored for specific degradation type, ignoring the generality of restoration. To overcome this limitation, we propose a generic radiance fields restoration pipeline, named RaFE, which applies to various types of degradations, such as low resolution, blurriness, noise, compression artifacts, or their combinations. Our approach leverages the success of off-the-shelf 2D restoration methods to recover the multi-view images individually. Instead of reconstructing a blurred NeRF by averaging inconsistencies, we introduce a novel approach using Generative Adversarial Networks (GANs) for NeRF generation to better accommodate the geometric and appearance inconsistencies present in the multi-view images. Specifically, we adopt a two-level tri-plane architecture, where the coarse level remains fixed to represent the low-quality NeRF, and a fine-level residual tri-plane to be added to the coarse level is modeled as a distribution with GAN to capture potential variations in restoration. We validate RaFE on both synthetic and real cases for various restoration tasks, demonstrating superior performance in both quantitative and qualitative evaluations, surpassing other 3D restoration methods specific to single task. Please see our project website https://zkaiwu.github.io/RaFE-Project/.

CVApr 6
AvatarPointillist: AutoRegressive 4D Gaussian Avatarization

Hongyu Liu, Xuan Wang, Yating Wang et al.

We introduce AvatarPointillist, a novel framework for generating dynamic 4D Gaussian avatars from a single portrait image. At the core of our method is a decoder-only Transformer that autoregressively generates a point cloud for 3D Gaussian Splatting. This sequential approach allows for precise, adaptive construction, dynamically adjusting point density and the total number of points based on the subject's complexity. During point generation, the AR model also jointly predicts per-point binding information, enabling realistic animation. After generation, a dedicated Gaussian decoder converts the points into complete, renderable Gaussian attributes. We demonstrate that conditioning the decoder on the latent features from the AR generator enables effective interaction between stages and markedly improves fidelity. Extensive experiments validate that AvatarPointillist produces high-quality, photorealistic, and controllable avatars. We believe this autoregressive formulation represents a new paradigm for avatar generation, and we will release our code inspire future research.

CVNov 25, 2025
RubricRL: Simple Generalizable Rewards for Text-to-Image Generation

Xuelu Feng, Yunsheng Li, Ziyu Wan et al.

Reinforcement learning (RL) has recently emerged as a promising approach for aligning text-to-image generative models with human preferences. A key challenge, however, lies in designing effective and interpretable rewards. Existing methods often rely on either composite metrics (e.g., CLIP, OCR, and realism scores) with fixed weights or a single scalar reward distilled from human preference models, which can limit interpretability and flexibility. We propose RubricRL, a simple and general framework for rubric-based reward design that offers greater interpretability, composability, and user control. Instead of using a black-box scalar signal, RubricRL dynamically constructs a structured rubric for each prompt--a decomposable checklist of fine-grained visual criteria such as object correctness, attribute accuracy, OCR fidelity, and realism--tailored to the input text. Each criterion is independently evaluated by a multimodal judge (e.g., o4-mini), and a prompt-adaptive weighting mechanism emphasizes the most relevant dimensions. This design not only produces interpretable and modular supervision signals for policy optimization (e.g., GRPO or PPO), but also enables users to directly adjust which aspects to reward or penalize. Experiments with an autoregressive text-to-image model demonstrate that RubricRL improves prompt faithfulness, visual detail, and generalizability, while offering a flexible and extensible foundation for interpretable RL alignment across text-to-image architectures.

CLSep 27, 2025
PARL-MT: Learning to Call Functions in Multi-Turn Conversation with Progress Awareness

Huacan Chai, Zijie Cao, Maolin Ran et al.

Large language models (LLMs) have achieved impressive success in single-turn function calling, yet real-world applications such as travel planning or multi-stage data analysis typically unfold across multi-turn conversations. In these settings, LLMs must not only issue accurate function calls at each step but also maintain progress awareness, the ability to summarize past interactions and plan future actions to ensure coherent, long-horizon task execution. Existing approaches, however, either reduce multi-turn training to isolated single-turn samples, which neglects task-level planning, or employ end-to-end reinforcement learning (RL) that struggles with redundancy and lacks explicit integration of progress awareness. To overcome these limitations, we introduce PARL-MT, a framework that explicitly incorporates progress awareness into LLM training for multi-turn function calling. PARL-MT combines (i) a Progress Awareness Generation (PAG) pipeline, which automatically constructs datasets coupling conversation summaries with future task planning, and (ii) a Progress Awareness-Guided Reinforcement Learning (PAG-RL) algorithm, which integrates progress awareness into RL training to reduce contextual redundancy and improve alignment between local actions and global task completion. Empirical results on two public benchmarks demonstrate that PARL-MT significantly outperforms existing methods, highlighting the effectiveness of progress awareness in enabling robust and efficient multi-turn function calling.

AIJan 31, 2025
Language Games as the Pathway to Artificial Superhuman Intelligence

Ying Wen, Ziyu Wan, Shao Zhang

The evolution of large language models (LLMs) toward artificial superhuman intelligence (ASI) hinges on data reproduction, a cyclical process in which models generate, curate and retrain on novel data to refine capabilities. Current methods, however, risk getting stuck in a data reproduction trap: optimizing outputs within fixed human-generated distributions in a closed loop leads to stagnation, as models merely recombine existing knowledge rather than explore new frontiers. In this paper, we propose language games as a pathway to expanded data reproduction, breaking this cycle through three mechanisms: (1) \textit{role fluidity}, which enhances data diversity and coverage by enabling multi-agent systems to dynamically shift roles across tasks; (2) \textit{reward variety}, embedding multiple feedback criteria that can drive complex intelligent behaviors; and (3) \textit{rule plasticity}, iteratively evolving interaction constraints to foster learnability, thereby injecting continual novelty. By scaling language games into global sociotechnical ecosystems, human-AI co-evolution generates unbounded data streams that drive open-ended exploration. This framework redefines data reproduction not as a closed loop but as an engine for superhuman intelligence.

AIJun 4, 2021
Neural Auto-Curricula

Xidong Feng, Oliver Slumbers, Ziyu Wan et al.

When solving two-player zero-sum games, multi-agent reinforcement learning (MARL) algorithms often create populations of agents where, at each iteration, a new agent is discovered as the best response to a mixture over the opponent population. Within such a process, the update rules of "who to compete with" (i.e., the opponent mixture) and "how to beat them" (i.e., finding best responses) are underpinned by manually developed game theoretical principles such as fictitious play and Double Oracle. In this paper, we introduce a novel framework -- Neural Auto-Curricula (NAC) -- that leverages meta-gradient descent to automate the discovery of the learning update rule without explicit human design. Specifically, we parameterise the opponent selection module by neural networks and the best-response module by optimisation subroutines, and update their parameters solely via interaction with the game engine, where both players aim to minimise their exploitability. Surprisingly, even without human design, the discovered MARL algorithms achieve competitive or even better performance with the state-of-the-art population-based game solvers (e.g., PSRO) on Games of Skill, differentiable Lotto, non-transitive Mixture Games, Iterated Matching Pennies, and Kuhn Poker. Additionally, we show that NAC is able to generalise from small games to large games, for example training on Kuhn Poker and outperforming PSRO on Leduc Poker. Our work inspires a promising future direction to discover general MARL algorithms solely from data.

CVMay 5, 2021
PD-GAN: Probabilistic Diverse GAN for Image Inpainting

Hongyu Liu, Ziyu Wan, Wei Huang et al.

We propose PD-GAN, a probabilistic diverse GAN for image inpainting. Given an input image with arbitrary hole regions, PD-GAN produces multiple inpainting results with diverse and visually realistic content. Our PD-GAN is built upon a vanilla GAN which generates images based on random noise. During image generation, we modulate deep features of input random noise from coarse-to-fine by injecting an initially restored image and the hole regions in multiple scales. We argue that during hole filling, the pixels near the hole boundary should be more deterministic (i.e., with higher probability trusting the context and initially restored image to create natural inpainting boundary), while those pixels lie in the center of the hole should enjoy more degrees of freedom (i.e., more likely to depend on the random noise for enhancing diversity). To this end, we propose spatially probabilistic diversity normalization (SPDNorm) inside the modulation to model the probability of generating a pixel conditioned on the context information. SPDNorm dynamically balances the realism and diversity inside the hole region, making the generated content more diverse towards the hole center and resemble neighboring image content more towards the hole boundary. Meanwhile, we propose a perceptual diversity loss to further empower PD-GAN for diverse content generation. Experiments on benchmark datasets including CelebA-HQ, Places2 and Paris Street View indicate that PD-GAN is effective for diverse and visually realistic image restoration.

CVMar 25, 2021
High-Fidelity Pluralistic Image Completion with Transformers

Ziyu Wan, Jingbo Zhang, Dongdong Chen et al.

Image completion has made tremendous progress with convolutional neural networks (CNNs), because of their powerful texture modeling capacity. However, due to some inherent properties (e.g., local inductive prior, spatial-invariant kernels), CNNs do not perform well in understanding global structures or naturally support pluralistic completion. Recently, transformers demonstrate their power in modeling the long-term relationship and generating diverse results, but their computation complexity is quadratic to input length, thus hampering the application in processing high-resolution images. This paper brings the best of both worlds to pluralistic image completion: appearance prior reconstruction with transformer and texture replenishment with CNN. The former transformer recovers pluralistic coherent structures together with some coarse textures, while the latter CNN enhances the local texture details of coarse priors guided by the high-resolution masked images. The proposed method vastly outperforms state-of-the-art methods in terms of three aspects: 1) large performance boost on image fidelity even compared to deterministic completion methods; 2) better diversity and higher fidelity for pluralistic completion; 3) exceptional generalization ability on large masks and generic dataset, like ImageNet.

CVMar 23, 2021
DeFLOCNet: Deep Image Editing via Flexible Low-level Controls

Hongyu Liu, Ziyu Wan, Wei Huang et al.

User-intended visual content fills the hole regions of an input image in the image editing scenario. The coarse low-level inputs, which typically consist of sparse sketch lines and color dots, convey user intentions for content creation (\ie, free-form editing). While existing methods combine an input image and these low-level controls for CNN inputs, the corresponding feature representations are not sufficient to convey user intentions, leading to unfaithfully generated content. In this paper, we propose DeFLOCNet which relies on a deep encoder-decoder CNN to retain the guidance of these controls in the deep feature representations. In each skip-connection layer, we design a structure generation block. Instead of attaching low-level controls to an input image, we inject these controls directly into each structure generation block for sketch line refinement and color propagation in the CNN feature space. We then concatenate the modulated features with the original decoder features for structure generation. Meanwhile, DeFLOCNet involves another decoder branch for texture generation and detail enhancement. Both structures and textures are rendered in the decoder, leading to user-intended editing results. Experiments on benchmarks demonstrate that DeFLOCNet effectively transforms different user intentions to create visually pleasing content.

CVSep 14, 2020
Old Photo Restoration via Deep Latent Space Translation

Ziyu Wan, Bo Zhang, Dongdong Chen et al.

We propose to restore old photos that suffer from severe degradation through a deep learning approach. Unlike conventional restoration tasks that can be solved through supervised learning, the degradation in real photos is complex and the domain gap between synthetic images and real old photos makes the network fail to generalize. Therefore, we propose a novel triplet domain translation network by leveraging real photos along with massive synthetic image pairs. Specifically, we train two variational autoencoders (VAEs) to respectively transform old photos and clean photos into two latent spaces. And the translation between these two latent spaces is learned with synthetic paired data. This translation generalizes well to real photos because the domain gap is closed in the compact latent space. Besides, to address multiple degradations mixed in one old photo, we design a global branch with apartial nonlocal block targeting to the structured defects, such as scratches and dust spots, and a local branch targeting to the unstructured defects, such as noises and blurriness. Two branches are fused in the latent space, leading to improved capability to restore old photos from multiple defects. Furthermore, we apply another face refinement network to recover fine details of faces in the old photos, thus ultimately generating photos with enhanced perceptual quality. With comprehensive experiments, the proposed pipeline demonstrates superior performance over state-of-the-art methods as well as existing commercial tools in terms of visual quality for old photos restoration.

CVApr 20, 2020
Bringing Old Photos Back to Life

Ziyu Wan, Bo Zhang, Dongdong Chen et al.

We propose to restore old photos that suffer from severe degradation through a deep learning approach. Unlike conventional restoration tasks that can be solved through supervised learning, the degradation in real photos is complex and the domain gap between synthetic images and real old photos makes the network fail to generalize. Therefore, we propose a novel triplet domain translation network by leveraging real photos along with massive synthetic image pairs. Specifically, we train two variational autoencoders (VAEs) to respectively transform old photos and clean photos into two latent spaces. And the translation between these two latent spaces is learned with synthetic paired data. This translation generalizes well to real photos because the domain gap is closed in the compact latent space. Besides, to address multiple degradations mixed in one old photo, we design a global branch with a partial nonlocal block targeting to the structured defects, such as scratches and dust spots, and a local branch targeting to the unstructured defects, such as noises and blurriness. Two branches are fused in the latent space, leading to improved capability to restore old photos from multiple defects. The proposed method outperforms state-of-the-art methods in terms of visual quality for old photos restoration.